VR-LENS: Super Learning-based Cybersickness Detection and Explainable AI-Guided Deployment in Virtual Reality
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Abstract (arXiv)
A plethora of recent research has proposed several automated methods based on machine learning (ML) and deep learning (DL) to detect cybersickness in Virtual reality (VR). However, these detection methods are perceived as computationally intensive and black-box methods. Thus, those techniques are neither trustworthy nor practical for deploying on standalone VR head-mounted displays (HMDs). This work presents an explainable artificial intelligence (XAI)-based framework VR-LENS for developing cybersickness detection ML models, explaining them, reducing their size, and deploying them in a Qualcomm Snapdragon 750G processor-based Samsung A52 device. Specifically, we first develop a novel super learning-based ensemble ML model for cybersickness detection. Next, we employ a post-hoc explanation method, such as SHapley Additive exPlanations (SHAP), Morris Sensitivity Analysis (MSA), Local Interpretable Model-Agnostic Explanations (LIME), and Partial Dependence Plot (PDP) to explain the expected results and identify the most dominant features. The super learner cybersickness model is then retrained using the identified dominant features. Our proposed method identified eye tracking, player position, and galvanic skin/heart rate response as the most dominant features for the integrated sensor, gameplay, and bio-physiological datasets. We also show that the proposed XAI-guided feature reduction significantly reduces the model training and inference time by 1.91X and 2.15X while maintaining baseline accuracy. For instance, using the integrated sensor dataset, our reduced super learner model outperforms the state-of-the-art works by classifying cybersickness into 4 classes (none, low, medium, and high) with an accuracy of 96% and regressing (FMS 1-10) with a Root Mean Square Error (RMSE) of 0.03.
Key facts. Cited by 3 papers in the map (data through 7 Oct 2026). Builds on 10 of its 100 references that are in the map. First posted on arXiv 3 Feb 2023.
Builds on
10 of 100 references.
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Citing papers per year: 2024: 1; 2025: 2.
3 papers.
- 2024Mazed and Confused: A Dataset of Cybersickness, Working Memory, Mental Load, Physical Load, and Attention During a Real Walking Task in VRcited by 2
- 2025Securing Virtual Reality Experiences: Unveiling and Tackling Cybersickness Attacks with Explainable AIcited by 2
- 2025Adversarial VR: An Open-Source Testbed for Evaluating Adversarial Robustness of VR Cybersickness Detection and Mitigationcited by 0
- 2025Adversarial VR: An Open-Source Testbed for Evaluating Adversarial Robustness of VR Cybersickness Detection and Mitigation18 Dec 2025
- 2025Securing Virtual Reality Experiences: Unveiling and Tackling Cybersickness Attacks with Explainable AI17 Mar 2025
- 2024Mazed and Confused: A Dataset of Cybersickness, Working Memory, Mental Load, Physical Load, and Attention During a Real Walking Task in VR10 Sep 2024