Cybersickness Abatement from Repeated Exposure to VR with Reduced Discomfort.

Taylor A Doty, Jonathan W Kelly, Stephen B Gilbert, Michael C Dorneich
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Abstract

Cybersickness, or sickness induced by virtual reality (VR), negatively impacts the enjoyment and adoption of the technology. One method that has been used to reduce sickness is repeated exposure to VR, herein Cybersickness Abatement from Repeated Exposure (CARE). However, high sickness levels during repeated exposure may discourage some users from returning. Field of view (FOV) restriction reduces cybersickness by minimizing visual motion in the periphery, but also negatively affects the user's visual experience. This study explored whether CARE that occurs with FOV restriction generalizes to a full FOV experience. Participants played a VR game for up to 20 minutes. Those in the Repeated Exposure Condition played the same VR game on four separate days, experiencing FOV restriction during the first three days and no FOV restriction on the fourth day. Results indicated significant CARE with FOV restriction (Days 1-3). Further, cybersickness on Day 4, without FOV restriction, was significantly lower than that of participants in the Single Exposure Condition, who experienced the game without FOV restriction only on one day. The current findings show that significant CARE can occur while experiencing minimal cybersickness. Results are considered in the context of multiple theoretical explanations for CARE, including sensory rearrangement, adaptation, habituation, and postural control.

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反复接触虚拟现实,减轻晕机不适感
虚拟现实(VR)引起的网络晕眩症(Cybersickness)或病态,对享受和采用该技术造成了负面影响。减少晕眩的一种方法是反复接触虚拟现实,即 "反复接触缓解晕眩(CARE)"。然而,重复接触时的高晕眩水平可能会阻碍一些用户再次体验。视场角(FOV)限制通过减少外围的视觉运动来减轻晕眩,但也会对用户的视觉体验产生负面影响。本研究探讨了视场角限制引起的晕眩是否会影响全视场角体验。参与者玩了长达 20 分钟的 VR 游戏。重复暴露条件下的参与者在四天内分别玩了同一款 VR 游戏,前三天体验了视场角限制,第四天则没有视场角限制。结果表明,视场角限制(第 1-3 天)对 CARE 有明显影响。此外,第 4 天在没有 FOV 限制的情况下,晕眩感明显低于单次暴露条件下的参与者,后者只有一天在没有 FOV 限制的情况下体验了游戏。目前的研究结果表明,在体验最低程度的晕机感的同时,也可以出现明显的 CARE。研究结果结合了 CARE 的多种理论解释,包括感觉重新排列、适应、习惯化和姿势控制。
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