Presentation
A Design Assessment of Virtual Reality Headset Fit Through Population-Based Facial Anthropometry
DescriptionVirtual Reality (VR) headset designs often fail to accommodate diverse facial contours causing ergonomic issues like pressure, fatigue, heat buildup, visual strain, motion sickness, musculoskeletal discomfort, and instability (Chen & Wu, 2023; Du & Haining, 2024; Qiu et al., 2022). This one-size-fits-all product, with limited adjustability, is frequently criticized for overlooking anatomical nuances and aging morphological changes integral to human factors. Research shows that key facial dimensions such as bizygomatic breadth, pressure-sensitive area, and interpupillary distance (IPD) vary widely across individuals, making universal designs ineffective. Mismatches of these dimensions with the headset result in discomfort and compromised immersion.
This study examined these dimensions in relation to the VR hardware interface, perceived fit, to propose a sizing system, and design recommendations based on individual facial topography. Measurements from the CAESAR dataset (n=2391) were analysed, confirming significant age-related variation in facial width (r = 0.153, p < .001). Digital linear and surface modelling was applied to quantify facial contours at the byzygomatic cross-section from 3D head scans (n=10) to conduct a comparative analysis to the VR headset. Intersection and deviation mapping revealed the headset curves underestimated facial contour lengths by an average of 40.4%, demonstrating the need for size-graded interfaces and customized processes. This guided the design of a tailored face pad from a participant’s scan later 3D-printed for evaluation. In contrast to previous research based on theoretical models and averaged archives, this study employed real data to develop a replicable workflow for assessing facial fit and informing population-centered VR design.
This study examined these dimensions in relation to the VR hardware interface, perceived fit, to propose a sizing system, and design recommendations based on individual facial topography. Measurements from the CAESAR dataset (n=2391) were analysed, confirming significant age-related variation in facial width (r = 0.153, p < .001). Digital linear and surface modelling was applied to quantify facial contours at the byzygomatic cross-section from 3D head scans (n=10) to conduct a comparative analysis to the VR headset. Intersection and deviation mapping revealed the headset curves underestimated facial contour lengths by an average of 40.4%, demonstrating the need for size-graded interfaces and customized processes. This guided the design of a tailored face pad from a participant’s scan later 3D-printed for evaluation. In contrast to previous research based on theoretical models and averaged archives, this study employed real data to develop a replicable workflow for assessing facial fit and informing population-centered VR design.
Event Type
Late Breaking Results
TimeTuesday, October 14th4:30pm - 4:50pm CDT
LocationGrand Hall G/H
General Sessions
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