TY - GEN
T1 - Toward Optimized VR/AR Ergonomics
T2 - 2023 Special Interest Group on Computer Graphics and Interactive Techniques Conference, SIGGRAPH 2023
AU - Zhang, Yunxiang
AU - Chen, Kenneth
AU - Sun, Qi
N1 - Publisher Copyright:
© 2023 ACM.
PY - 2023/7/23
Y1 - 2023/7/23
N2 - Ergonomic efficiency is essential to the mass and prolonged adoption of VR/AR experiences. While VR/AR head-mounted displays unlock users' natural wide-range head movements during viewing, their neck muscle comfort is inevitably compromised by the added hardware weight. Unfortunately, little quantitative knowledge for understanding and addressing such an issue is available so far. Leveraging electromyography devices, we measure, model, and predict VR users' neck muscle contraction levels (MCL) while they move their heads to interact with the virtual environment. Specifically, by learning from collected physiological data, we develop a bio-physically inspired computational model to predict neck MCL under diverse head kinematic states. Beyond quantifying the cumulative MCL of completed head movements, our model can also predict potential MCL requirements with target head poses only. A series of objective evaluations and user studies demonstrate its prediction accuracy and generality, as well as its ability in reducing users' neck discomfort by optimizing the layout of visual targets. We hope this research will motivate new ergonomic-centered designs for VR/AR and interactive graphics applications. Source code is released at: https://github.com/NYU-ICL/xr-ergonomics-neck-comfort.
AB - Ergonomic efficiency is essential to the mass and prolonged adoption of VR/AR experiences. While VR/AR head-mounted displays unlock users' natural wide-range head movements during viewing, their neck muscle comfort is inevitably compromised by the added hardware weight. Unfortunately, little quantitative knowledge for understanding and addressing such an issue is available so far. Leveraging electromyography devices, we measure, model, and predict VR users' neck muscle contraction levels (MCL) while they move their heads to interact with the virtual environment. Specifically, by learning from collected physiological data, we develop a bio-physically inspired computational model to predict neck MCL under diverse head kinematic states. Beyond quantifying the cumulative MCL of completed head movements, our model can also predict potential MCL requirements with target head poses only. A series of objective evaluations and user studies demonstrate its prediction accuracy and generality, as well as its ability in reducing users' neck discomfort by optimizing the layout of visual targets. We hope this research will motivate new ergonomic-centered designs for VR/AR and interactive graphics applications. Source code is released at: https://github.com/NYU-ICL/xr-ergonomics-neck-comfort.
KW - Electromyography
KW - Ergonomics
KW - Head-Mounted Display
UR - http://www.scopus.com/inward/record.url?scp=85168002055&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85168002055&partnerID=8YFLogxK
U2 - 10.1145/3588432.3591495
DO - 10.1145/3588432.3591495
M3 - Conference contribution
AN - SCOPUS:85168002055
T3 - Proceedings - SIGGRAPH 2023 Conference Papers
BT - Proceedings - SIGGRAPH 2023 Conference Papers
A2 - Spencer, Stephen N.
PB - Association for Computing Machinery, Inc
Y2 - 6 August 2023 through 10 August 2023
ER -