Overview
In our study, we needed a video database with a wide range of camera shaking patterns to investigate VR sickness assessment. For this reason, we created a new database of 360-degree videos for experimental validations that consist of 20 videos. The videos are collected from Vimeo and YouTube, all having 4K resolution and 30 FPS. 15 subjects had participated in the data collection, and we collected physiological signal data (EEG,EKG,GSR) from each subject with individual subjective SSQ score.
360-degree Video Dataset
We collected a 360-degree video dataset with high spatial resolution and various camera shaking patterns. The videos contain various scenes such as driving, sky diving, roller coaster, etc. To investigate the effect of various camera shaking patterns on VR sickness, we collected 360-degree video datasets with various camera shaking patterns from static to dynamic. They were subjectively divided into three categories based on camera shaking patterns: less, moderate, extreme. Each test video, that is 90 seconds long, was presented twice for 180 seconds in total.
Video datasets : [1] [2] [3] [4] [5] [6] [7] [8] [9] [10] [11] [12] [13] [14] [15] [16] [17] [18] [19] [20]
Subjective SSQ Score
In subjective assessment experiments, Pimax 5K+ was used for displaying 360-degree videos, which was one of the high-end type HMDs. Its display resolution is 5120 × 1440 pixels (2560 × 1440 pixels per eye). Its display frame rate is maximum 120 Hz and it has 200 degree FoV. A total of 15 subjects, aged from 20 to 30, participated in our subjective experiments under the approval of KAIST Institutional Review Board (IRB). In general, the use of VR is not recommended for young people under 12 years of age due to immature development of visual-vestibular sensors. The participants in our experiment do not have health problems such as immature development of visual-vestibular sensors, vestibular dysfunction or oculomotor dysfunction, compared to children and older people. Subjects have normal or corrected-to-normal vision and minimum stereopsis of 60 arcsec. In our experiment, before watching each stimulus, they were placed in the center position to be started from zero position in order to prevent significantly different viewing traces between viewers They were seated on a rotatable chair in order to freely look around 360-degree contents. A week before the actual subjective assessment experiments, we had subjects experience a variety of VR contents with Oculus Rift in order to allow them to familiarize with VR environment. In our experiments, the subject head motion was small and negligible during watching 360-degree contents. Since most of the 360 degree-videos used in our experiment have movement in a certain direction by roller coaster and car, subjects focused their gaze in the similar direction (e.g., the direction of rails in the roller coaster video or moving direction in the driving video). The head motion below the range of 44º to 55º in yaw could not cause severe VR sickness. All experimental environments followed the guideline as per the recommendations of ITU-R BT.500-13 and BT.2021.
Subjective SSQ score datasets : [Link]
Corresponding Physiological Signals Dataset
At the same time, we measured electroencephalography, skin conductance and heart rate of subjects during our subjective assessment for objective evaluation of VR sickness. Electroencephalography was measured using EMOTIV EPOC 14+ during watching VR contents with 128 Hz sampling rate. Heart rate and skin conductance were measured using AIM Gen2 of Cognionics during watching VR contents with 500 Hz sampling rate. In our experiment, to eliminate the sickness caused by continuously watching VR content, before presenting next VR content, we asked subjects to tell about the current degree of VR sickness on a scale of 0 – 20 using fast motion sickness scale (FMS). When they told 0 score (no sickness), we continuously conducted the experiment. Otherwise, we gave the subject additional resting time until they told 0 score for VR sickness. During the subjective assessment experiment, the subjects were allowed to immediately stop and take a break if they feel difficult to continue the experiment due to excessive VR sickness.
Physiological Signals Datasets : [Link]
If you use the database, please cite as :
[1] Kim, S., Lee, S., & Ro, Y. M. (2020, October). Estimating VR Sickness Caused By Camera Shake in VR Videography. In 2020 IEEE International Conference on Image Processing (ICIP) (pp. 3433-3437). IEEE.
[2] Lee, S., Kim, S., Kim, H. G., & Ro, Y. M. (2021). Assessing Individual VR Sickness through Deep Feature Fusion of VR Video and Physiological Response. IEEE Transactions on Circuits and Systems for Video Technology.