VR Discomfort Classification via Physiological Pattern Matching

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Solution Overview

Problem

Virtual reality (VR) content often induces discomfort or sickness in users due to incompatible sensory cues, making it difficult to predict user susceptibility and improving the VR experience.

Innovation Solution

A deep learning engine is used to build a model that predicts user discomfort by analyzing physiological measurements and interaction data from testers, allowing for the classification of VR content and users based on discomfort levels, enabling targeted content delivery and development.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If VR content is designed to provide complete immersion and sensory stimulation, then user engagement and realism are improved, but user discomfort and sickness increase

Engineering Contradiction:
Improveuser engagementVSAvoiduser discomfort
Core Design Contradiction:
Adaptability or versatilityVSObject-affected harmful factors

Solution Approach 1:

The system performs preliminary classification of VR content into discomfort levels (first, second, third levels) before user interaction. This allows users to be pre-informed about potential discomfort, enabling them to make informed decisions about content selection and thereby reducing actual discomfort experienced while maintaining engagement through appropriate content matching.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system incorporates user feedback mechanisms where users report their discomfort experiences during or after VR content interaction. This feedback is used to continuously refine and update the discomfort level classifications, creating a closed-loop system that improves accuracy over time while maintaining high user engagement through personalized content recommendations.

Inventive Principle:
Principle #23Feedback

2Object-affected harmful factors

If VR content classification is implemented to reduce user discomfort, then user comfort is improved, but system complexity increases

Engineering Contradiction:
Improveuser discomfortVSAvoidclassification system complexity
Core Design Contradiction:
Object-affected harmful factorsVSDevice complexity

Solution Approach 1:

The classification system is segmented into discrete, manageable discomfort levels (first, second, and third levels), each with specific characteristics and mitigation strategies. This segmentation simplifies the overall complexity by breaking down the continuous problem of discomfort into discrete categories that are easier to manage and implement.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system uses parameter changes in the VR content itself (such as adjusting visual motion parameters, auditory stimulation levels, or interaction complexity) to mitigate discomfort while maintaining engagement. By modifying content parameters rather than building entirely new classification systems, the solution reduces overall system complexity.

Inventive Principle:
Principle #35Parameter changes

3Measurement precision

If physiological measurements are collected and analyzed to predict user discomfort, then prediction accuracy is improved, but data processing requirements increase

Engineering Contradiction:
Improvediscomfort prediction accuracyVSAvoiddata processing energy
Core Design Contradiction:
Measurement precisionVSUse of energy by moving object

Solution Approach 1:

The system extracts and analyzes only the most relevant physiological measurement features that correlate with discomfort, rather than processing all available data. This selective extraction maintains high prediction accuracy while significantly reducing the computational energy required for data processing.

Inventive Principle:
Principle #2Taking out (Extraction)

Solution Approach 2:

The system implements partial monitoring of physiological parameters, focusing on key indicators of discomfort (such as heart rate variability, skin conductance, or eye movement patterns) rather than continuously monitoring all physiological signals. This partial monitoring approach maintains adequate prediction accuracy while reducing overall data processing requirements and energy consumption.

Inventive Principle:
Principle #16Partial or excessive action

Data Source

PatentUS20230414899A1Classifying a discomfort level of a user when interacting with virtual reality (VR) content
Publication Date: 2023.12.28 SONY INTERACTIVE ENTERTAINMENT LLC
  • US20230414899A1 patent drawing
  • US20230414899A1 patent drawing
  • US20230414899A1 patent drawing

AI summary

A method for method for classification of virtual reality (VR) content for use in head mounted displays (HMDs). The method includes accessing a model that identifies a plurality of learned patterns associated with the generation of corresponding baseline VR content that is likely to cause discomfort. The method includes executing a first application to generate first VR content. The method includes extracting data associated with simulated user interactions with the first VR content, the extracted data generated during execution of the first application. The method includes comparing the extracted data to the model to identify one or more patterns in the extracted data matching at least one of the learned patterns from the model such that the one or more patterns are likely to cause discomfort.