Joel Teixeira, Sebastien Miellet, Stephen Palmisano
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Effects of vection type and postural instability on cybersickness
This study directly compared the novel unexpected vection hypothesis and postural instability-based explanations of cybersickness in virtual reality (VR) using head-mounted displays (HMD) for the first time within a commercial VR game. A total of 40 participants (19 males and 21 females) played an HMD-VR game (Aircar) for up to 14 min, or until their first experience of cybersickness. Based on their self-reports, 24 of these participants were classified as being ‘sick’ during the experiment, with the remainder being classified as ‘well’. Consistent with the unexpected vection hypothesis, we found that: (1) ‘sick’ participants were significantly more likely to report unexpected vection (i.e., an experience of self-motion that was different to what they had been expecting), and (2) sickness severity increased (exponentially) with the strength of any unexpected (but not expected) vection. Our results also supported the predictions of postural instability theory, finding that the onset of cybersickness was typically preceded by an increase in participants’ postural instability. However, when both sway and vection measures were combined, only unexpected vection was found to significantly predict the occurrence of sickness. These findings highlight the importance of unusual vection experiences and postural instability in understanding cybersickness. However, they suggest that developers should be able to make use of expected experiences of vection to safely enhance HMD-VR.
期刊介绍:
The journal, established in 1995, publishes original research in Virtual Reality, Augmented and Mixed Reality that shapes and informs the community. The multidisciplinary nature of the field means that submissions are welcomed on a wide range of topics including, but not limited to:
Original research studies of Virtual Reality, Augmented Reality, Mixed Reality and real-time visualization applications
Development and evaluation of systems, tools, techniques and software that advance the field, including:
Display technologies, including Head Mounted Displays, simulators and immersive displays
Haptic technologies, including novel devices, interaction and rendering
Interaction management, including gesture control, eye gaze, biosensors and wearables
Tracking technologies
VR/AR/MR in medicine, including training, surgical simulation, rehabilitation, and tissue/organ modelling.
Impactful and original applications and studies of VR/AR/MR’s utility in areas such as manufacturing, business, telecommunications, arts, education, design, entertainment and defence
Research demonstrating new techniques and approaches to designing, building and evaluating virtual and augmented reality systems
Original research studies assessing the social, ethical, data or legal aspects of VR/AR/MR.