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The adaptation program for motion sickness is
an essential stage of Virtual Reality development
Alexandra Radchenko, Head of Research Department
WHO WE ARE?
PLAYTESTIX is a global gaming market research
company with focus on player experience analysis
and user testing
Our team consists of experts:
Gaming analysts, researchers, recruiters,
interviewers, moderators, tech support, supervisors,
marketing specialists and PMs
Over last 5 years we have studied more than
500 games for more than 150 partners
from USA, EUROPE, ASIA, CIS
5 years
experience
Over 500 games
and apps
International
projects in 18
countries
LET`S SPEAK ABOUT:
• VR Market
Main market trends
Success and problems of development
Impact on the human health
• Cases. Audience and UX. Methodology
VR influence. UX factors.
Who is predisposed, what are the reasons?
• Adaptation and minimization of the discomfort
How many people feel discomfort?
Is physiological and VR correlation?
Adaptation is it myth or reality?
• Solutions. VR game secrets
Components of the success VR game
Target devices definition
Recommendations on art, mechanics, control
Perfect audience VS real audience
01
02
03
04
VR MARKET.
TRENDS
1,2
2
3
5,8
8,5
0,8
1,8
4,5
8,3
15,6
1,6
2,6
4,6
8,6
16,3
2016 2017 2018 2019 2020
The Worldwide Virtual Reality Market, $ Bl
Console Mobile PC
VR and AR isn`t just a thing, it will be everything
Based on: Digi-Capita. https://www.statista.comhttps://www.superdataresearch.com/
2017
• Software
(content) - 27%
• Hardware - 73%
2020
• Software
(content) - 52%
• Hardware - 48%
27%
19%
16%
14%
8%
16%
Games
Video content
Social media
Interactive
entertaiment
Attractions
Other
VR
Software
Samsung VR Gear
21% market
Google cardboard
Leader in quantity
PlayStation VR
18,8% market
HTC Vive
8,4% market
Oculus rift
4,4% market
Leaders
and
investors
https://www.fastcompany.com/
Based on https://www.digi-capital.com
VRAR is the way of new development of vitally
important spheres
)
Social
Education Healthcare
Enterprise
Retail
Military&
defense
Digital
Entertainment
What are the possible negative effects on human?
Influence on health (motion
sickness, vision problems)
Uncomfortable
long session
)
Self-harm (falling,
crash into objects
Addiction, loss of
time and social sense
CASES. AUDIENCE
AND UX
01. Device & Game
selection.
Methodology.
02. VR Playtest: 3 games
150 sessions; 40 minutes
03. Adaptation
effectiveness
04. Analytics &
research
Sony PlayStation – RPG & Horror
Oculus - Simulator, arcade game
HTC Vive - Race
Sample selection.
Questionnaire, personal
interview, observation.
Separation by impact types,
efficiency
Main stages of the research
Identify field correlations.
Desk research.
How it was. Let`s watch video.
VR experience
59% - never
28% - several
5% - often
M 75%
F 25%
11-35+
years
CIS
Portrait of
respondent
VR pleasure
51% - very like
30% - like
15% - neutrally
4% - rather no
VR availability
9% - have at home
53% - don`t want to buy
37% - want to buy
75
sample
16% refused
to continue
32%
interrupted
52% felt
discomfort
61% (SP) 22% (Oculus)
17% (HTC)
People behavior & game perception
11%
61%
28%
14%
71%
14%
25% 25%
50%
UP 5 MIN 6-10 MIN 11-15 MIN
Time of the gaming session interruption
Resident Evil (Sony Playstation 4) Eagle Flight (Oculus Rift) Project Cars (HTC Vive)
30%
39%
28%
33%
11-17 YEARS 18-25 YEARS 26-35 YEARS 35+ YEARS
Interruption by age, %
38%30%
Critical point of discomfort. Who is predisposed?
Different devices - different feelings of discomfort
OTHERS:
• Headache - 7%
• General weakness - 2%
• Fear - 1%
Dizziness - 29%
Nausea - 29%
Resident Evil (Sony)
• Nausea 34%
• Dizziness 32%
• Hot / discomfort mask 16%
• Eyes discomfort 13%
• General weakness 3%
• Fear 3%
Race (HTC Vive)
• Eyes discomfort 50%
• Dizziness 20%
• Hot / discomfort mask 20%
• Nausea 10%
Eagle flight (Oculus)
• Dizziness 33%
• Headache 24%
• Nausea 24%
• Eyes discomfort 19%
Hot/discomfort
mask – 11%
Eyes
discomfort –
21%
ADAPTATION
AND
DISCOMFORT
LEVELING
Motion sickness VS Seasickness
The vestibular apparatus receives a signal that
it moves, but the brain doesn`t feel motion.
The effect is the opposite, human is in a closed
cabin and body senses movement, but eyes
don`t see it.
The causes of discomfort: universal or individual?
)
Resident Evil (Sony PlayStation) Eagle Flight (Oculus Rift) Project Cars (HTC Vive)
Abrupt turns
Art
Unrealistic
Hot
Uncomfortable
device
Hard control
FPS
• Frequency of
VR use
• Health status
• Similar actions
in real life
• Propensity to motion
sickness
• Lifestyle (sport)
• Food intake
• Game experience
• Preferences of genres
• Mood, emotions
• Enjoy/dislike game
Low correlation Average correlation High correlation
Physical human characteristics, which affect on the
VR sensations
0%
2%
4%
6%
8%
10%
12%
5 MIN 10 MIN 15 MIN 20 MIN
Time and sensation connection (5,10,15,20 minutes)
Dizziness Nausea Discomfort for the eyes Hot / discomfort mask Headache
Adaptation is a reality - gradualness is the key
Need to
take
break
NO adaptation (without
break)
Use
adaptation
methods
• sitting play
• time intervals (critical
point)
• ventilator(fan)
• black/green tea
• ginger products
• mint chewing gum / candy
• mineral water (salty)
• grid mode
• vignette mode
• fixation point (nose, beak)
• turn off turning joystick
• turn off helmet control
• change of game (different
control mechanics)
INgame methods OUTgame methods
Ways of adaptation and minimization. MIX it!
VR GAME
DEVELOPING
SOLUTIONS
Success puzzle of VR game development
Adaptive
hardware
Game
improvement
Right target
audience
Adaptation
2017-2018
Oculus Santa Cruz
• New controllers with infrared LEDs
• The play areas can scale
HTC Vive Pro
• 3K resolution - 2880 x 1600 to be precise
- built-in headphones
new nose flap
• Two cameras on the front
Define target
devices:
• Price niche
• Popularity on the
market/country
• Technical
specifications
(Resolution, Refresh Rate (Hz),
Field of View (degrees),
Controls, Hardware/Sofware
Platform)
Oculus Go
• It features 3DoF tracking in the headset
and a remote controller
• Next generation" lenses that'll reduce
glare and improve the field of view
Lenovo Mirage Solo
• WorldSense - fully wireless
and smartphone-free
• 2560 x 1440 resolution and 110
field of view
• 6DoF tracking, the play space is only
5 meters in diameter
• special eye-tracking technology
• 1440p display; a 100+ degree field
of view
• 70fps frame rate; and eye-tracking
measured at 120fps
Fove 0Razer OSVR HDK 2
• without technical (software and
hardware) limitations for
developers
• 2160 x 1200 dual OLED display
• headset still remains open source
Pimax 8K
• Headset is aimed at solving two VR
problems: motion sickness and not-
so-great field of views
• 200-degreee field of view
• Two 3840 x 2160 displays
Adaptive hardware helps to feel realistic
Hands
Feet
Haptic
Total (motion sickness minimization)
ART CONTROL
GAMEPLAY
Use Q/E in games
when available
(teleport)
Reduce the speed of
character
Customize the lens (eyes
calibration)
Move in the view
direction
Firmware - tutorial on
adaptation
To use fixation points
Decrease pixelation
Eliminating sharp turns
Don’t show the loading of word
textures
Narrative for time intervals
(pauses)
Balance Complicating
Soft colors
)
Use right game mechanics base
on platform
Define your Target Audience and
Do playtests on audience
Perfect target audience – just
a few
Real target audience – use
right methods to expand
Include Adaptation Programs
THANKS FOR YOUR ATTENTION!
ANY QUESTION ?
Alexandra Radchenko
AR@playtestix.com
+380935804106

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The adaptation program for motion sickness is an essential stage of Virtual Reality development

  • 1. The adaptation program for motion sickness is an essential stage of Virtual Reality development Alexandra Radchenko, Head of Research Department
  • 2. WHO WE ARE? PLAYTESTIX is a global gaming market research company with focus on player experience analysis and user testing Our team consists of experts: Gaming analysts, researchers, recruiters, interviewers, moderators, tech support, supervisors, marketing specialists and PMs Over last 5 years we have studied more than 500 games for more than 150 partners from USA, EUROPE, ASIA, CIS 5 years experience Over 500 games and apps International projects in 18 countries
  • 3. LET`S SPEAK ABOUT: • VR Market Main market trends Success and problems of development Impact on the human health • Cases. Audience and UX. Methodology VR influence. UX factors. Who is predisposed, what are the reasons? • Adaptation and minimization of the discomfort How many people feel discomfort? Is physiological and VR correlation? Adaptation is it myth or reality? • Solutions. VR game secrets Components of the success VR game Target devices definition Recommendations on art, mechanics, control Perfect audience VS real audience 01 02 03 04
  • 5. 1,2 2 3 5,8 8,5 0,8 1,8 4,5 8,3 15,6 1,6 2,6 4,6 8,6 16,3 2016 2017 2018 2019 2020 The Worldwide Virtual Reality Market, $ Bl Console Mobile PC VR and AR isn`t just a thing, it will be everything Based on: Digi-Capita. https://www.statista.comhttps://www.superdataresearch.com/ 2017 • Software (content) - 27% • Hardware - 73% 2020 • Software (content) - 52% • Hardware - 48% 27% 19% 16% 14% 8% 16% Games Video content Social media Interactive entertaiment Attractions Other VR Software
  • 6. Samsung VR Gear 21% market Google cardboard Leader in quantity PlayStation VR 18,8% market HTC Vive 8,4% market Oculus rift 4,4% market Leaders and investors https://www.fastcompany.com/ Based on https://www.digi-capital.com
  • 7. VRAR is the way of new development of vitally important spheres ) Social Education Healthcare Enterprise Retail Military& defense Digital Entertainment
  • 8. What are the possible negative effects on human? Influence on health (motion sickness, vision problems) Uncomfortable long session ) Self-harm (falling, crash into objects Addiction, loss of time and social sense
  • 10. 01. Device & Game selection. Methodology. 02. VR Playtest: 3 games 150 sessions; 40 minutes 03. Adaptation effectiveness 04. Analytics & research Sony PlayStation – RPG & Horror Oculus - Simulator, arcade game HTC Vive - Race Sample selection. Questionnaire, personal interview, observation. Separation by impact types, efficiency Main stages of the research Identify field correlations. Desk research.
  • 11. How it was. Let`s watch video.
  • 12. VR experience 59% - never 28% - several 5% - often M 75% F 25% 11-35+ years CIS Portrait of respondent VR pleasure 51% - very like 30% - like 15% - neutrally 4% - rather no VR availability 9% - have at home 53% - don`t want to buy 37% - want to buy 75 sample
  • 13. 16% refused to continue 32% interrupted 52% felt discomfort 61% (SP) 22% (Oculus) 17% (HTC) People behavior & game perception
  • 14. 11% 61% 28% 14% 71% 14% 25% 25% 50% UP 5 MIN 6-10 MIN 11-15 MIN Time of the gaming session interruption Resident Evil (Sony Playstation 4) Eagle Flight (Oculus Rift) Project Cars (HTC Vive) 30% 39% 28% 33% 11-17 YEARS 18-25 YEARS 26-35 YEARS 35+ YEARS Interruption by age, % 38%30% Critical point of discomfort. Who is predisposed?
  • 15. Different devices - different feelings of discomfort OTHERS: • Headache - 7% • General weakness - 2% • Fear - 1% Dizziness - 29% Nausea - 29% Resident Evil (Sony) • Nausea 34% • Dizziness 32% • Hot / discomfort mask 16% • Eyes discomfort 13% • General weakness 3% • Fear 3% Race (HTC Vive) • Eyes discomfort 50% • Dizziness 20% • Hot / discomfort mask 20% • Nausea 10% Eagle flight (Oculus) • Dizziness 33% • Headache 24% • Nausea 24% • Eyes discomfort 19% Hot/discomfort mask – 11% Eyes discomfort – 21%
  • 17. Motion sickness VS Seasickness The vestibular apparatus receives a signal that it moves, but the brain doesn`t feel motion. The effect is the opposite, human is in a closed cabin and body senses movement, but eyes don`t see it.
  • 18. The causes of discomfort: universal or individual? ) Resident Evil (Sony PlayStation) Eagle Flight (Oculus Rift) Project Cars (HTC Vive) Abrupt turns Art Unrealistic Hot Uncomfortable device Hard control FPS
  • 19. • Frequency of VR use • Health status • Similar actions in real life • Propensity to motion sickness • Lifestyle (sport) • Food intake • Game experience • Preferences of genres • Mood, emotions • Enjoy/dislike game Low correlation Average correlation High correlation Physical human characteristics, which affect on the VR sensations
  • 20. 0% 2% 4% 6% 8% 10% 12% 5 MIN 10 MIN 15 MIN 20 MIN Time and sensation connection (5,10,15,20 minutes) Dizziness Nausea Discomfort for the eyes Hot / discomfort mask Headache Adaptation is a reality - gradualness is the key Need to take break NO adaptation (without break) Use adaptation methods
  • 21. • sitting play • time intervals (critical point) • ventilator(fan) • black/green tea • ginger products • mint chewing gum / candy • mineral water (salty) • grid mode • vignette mode • fixation point (nose, beak) • turn off turning joystick • turn off helmet control • change of game (different control mechanics) INgame methods OUTgame methods Ways of adaptation and minimization. MIX it!
  • 23. Success puzzle of VR game development Adaptive hardware Game improvement Right target audience Adaptation
  • 24. 2017-2018 Oculus Santa Cruz • New controllers with infrared LEDs • The play areas can scale HTC Vive Pro • 3K resolution - 2880 x 1600 to be precise - built-in headphones new nose flap • Two cameras on the front Define target devices: • Price niche • Popularity on the market/country • Technical specifications (Resolution, Refresh Rate (Hz), Field of View (degrees), Controls, Hardware/Sofware Platform) Oculus Go • It features 3DoF tracking in the headset and a remote controller • Next generation" lenses that'll reduce glare and improve the field of view Lenovo Mirage Solo • WorldSense - fully wireless and smartphone-free • 2560 x 1440 resolution and 110 field of view • 6DoF tracking, the play space is only 5 meters in diameter • special eye-tracking technology • 1440p display; a 100+ degree field of view • 70fps frame rate; and eye-tracking measured at 120fps Fove 0Razer OSVR HDK 2 • without technical (software and hardware) limitations for developers • 2160 x 1200 dual OLED display • headset still remains open source Pimax 8K • Headset is aimed at solving two VR problems: motion sickness and not- so-great field of views • 200-degreee field of view • Two 3840 x 2160 displays
  • 25. Adaptive hardware helps to feel realistic Hands Feet Haptic Total (motion sickness minimization)
  • 26. ART CONTROL GAMEPLAY Use Q/E in games when available (teleport) Reduce the speed of character Customize the lens (eyes calibration) Move in the view direction Firmware - tutorial on adaptation To use fixation points Decrease pixelation Eliminating sharp turns Don’t show the loading of word textures Narrative for time intervals (pauses) Balance Complicating Soft colors
  • 27. ) Use right game mechanics base on platform Define your Target Audience and Do playtests on audience Perfect target audience – just a few Real target audience – use right methods to expand Include Adaptation Programs
  • 28. THANKS FOR YOUR ATTENTION! ANY QUESTION ? Alexandra Radchenko AR@playtestix.com +380935804106