HCApr 18Code
Lightweight Cybersickness Detection based on User-Specific Eye and Head Tracking Data in Virtual RealityYijun Wang, Mihai Bâce, Maria Torres Vega
The occurrence of cybersickness in virtual reality (VR) significantly impairs users' perception and sense of immersion. Therefore, timely detection of cybersickness and the application of appropriate intervention strategies are crucial for enhancing the user experience. However, existing cybersickness detection methods often suffer from issues such as poor detection reliability across different levels of cybersickness and unnecessary model complexity. Furthermore, while cybersickness exhibits significant inter-user variability, most existing approaches aggregate all data from users and lack user-specific solutions. In this paper, we investigate a lightweight approach for cybersickness detection incorporating an ensemble learning model and user-specific eye and head tracking data. Our experiments using the open-source dataset Simulation 2021 demonstrate that feature engineering and training set construction are critical for determining detection performance. Models trained with data from similar-content segments achieve the best results, attaining detection accuracies of 93% in the cross-user setting and 88% in the user-personalized setting, using only 23-dimensional eye and head features. Moreover, by using user-specific data, well-tuned ensemble learning models with shorter training and inference times can be feasibly applied to real-world cybersickness detection, offering superior time efficiency and outstanding detection performance. This work offers useful evidence toward the development of lightweight and user-adaptive cybersickness detection models for VR applications.
LGOct 18, 2016
Online Contrastive Divergence with Generative Replay: Experience Replay without Storing DataDecebal Constantin Mocanu, Maria Torres Vega, Eric Eaton et al.
Conceived in the early 1990s, Experience Replay (ER) has been shown to be a successful mechanism to allow online learning algorithms to reuse past experiences. Traditionally, ER can be applied to all machine learning paradigms (i.e., unsupervised, supervised, and reinforcement learning). Recently, ER has contributed to improving the performance of deep reinforcement learning. Yet, its application to many practical settings is still limited by the memory requirements of ER, necessary to explicitly store previous observations. To remedy this issue, we explore a novel approach, Online Contrastive Divergence with Generative Replay (OCD_GR), which uses the generative capability of Restricted Boltzmann Machines (RBMs) instead of recorded past experiences. The RBM is trained online, and does not require the system to store any of the observed data points. We compare OCD_GR to ER on 9 real-world datasets, considering a worst-case scenario (data points arriving in sorted order) as well as a more realistic one (sequential random-order data points). Our results show that in 64.28% of the cases OCD_GR outperforms ER and in the remaining 35.72% it has an almost equal performance, while having a considerably reduced space complexity (i.e., memory usage) at a comparable time complexity.
MMApr 25, 2016
Predictive No-Reference Assessment of Video QualityMaria Torres Vega, Decebal Constantin Mocanu, Antonio Liotta
Among the various means to evaluate the quality of video streams, No-Reference (NR) methods have low computation and may be executed on thin clients. Thus, NR algorithms would be perfect candidates in cases of real-time quality assessment, automated quality control and, particularly, in adaptive mobile streaming. Yet, existing NR approaches are often inaccurate, in comparison to Full-Reference (FR) algorithms, especially under lossy network conditions. In this work, we present an NR method that combines machine learning with simple NR metrics to achieve a quality index comparably as accurate as the Video Quality Metric (VQM) Full-Reference algorithm. Our method is tested in an extensive dataset (960 videos), under lossy network conditions and considering nine different machine learning algorithms. Overall, we achieve an over 97% correlation with VQM, while allowing real-time assessment of video quality of experience in realistic streaming scenarios.