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Journal 2024 ★ Best Paper Award, IEEE VR 2024

VR.Net: A real-world dataset for virtual reality motion sickness research

E. Wen , C. Gupta , P. Sasikumar , M. Billinghurst , J. Wilmott , E. Skow , A. Dey , S. Nanayakkara

IEEE Transactions on Visualization and Computer Graphics (Proc. IEEE VR 2024)

Machine-learning work on VR motion sickness needs large, accurately labelled, real-world data, which had been missing. VR.Net fills that gap with 165 hours of gameplay from 100 commercial games across ten genres, evaluated by 500 participants, and assigns 24 motion-sickness-related labels — such as camera and object movement, depth of field, and motion flow — to every video frame. Rather than label by hand, the team built a tool that extracts this ground truth directly from 3D engines' rendering pipelines without needing game source code, and they demonstrate the dataset on tasks like risk-factor detection and sickness prediction. The work won Best Paper at IEEE VR 2024.

DOI ↗ Dataset ↗ Scholar ↗

VR.Net is a large-scale, real-world dataset for studying virtual-reality motion sickness. Collected from commercial VR games across many participants, it pairs gameplay with labelled sickness signals, enabling machine-learning models that predict and help mitigate cybersickness. The work received the Best Paper Award at IEEE VR 2024.

#VR#cybersickness#dataset#machine-learning
BibTeX
@article{wen2024,
  author    = {E. Wen and C. Gupta and P. Sasikumar and M. Billinghurst and J. Wilmott and E. Skow and A. Dey and S. Nanayakkara},
  title     = {VR.Net: A real-world dataset for virtual reality motion sickness research},
  journal = {IEEE Transactions on Visualization and Computer Graphics (Proc. IEEE VR 2024)},
  year      = {2024},
  doi       = {10.1109/TVCG.2024.3372044}
}