ABSTRACT
Cybersickness in users of virtual reality, similar to motion sickness, is an ongoing problem that limits the accessibility of the technology. This paper presents the results of a study to determine the effects of controlling temperature, via an air flow on cybersickness. A hybrid controller-chair based locomotion system was also developed and tested during the study. 12 participants played a VR game for up to 10mins, after which they described their cybersickness on a 5 point scale. The results on temperature were inconclusive, however the locomotion system appeared easy to understand and successful at reducing some cybersickness caused by rotation.
- Elodie Chiarovano, Catherine de Waele, Hamish G MacDougall, Stephen J Rogers, Ann M Burgess, and Ian S Curthoys. 2015. Maintaining balance when looking at a virtual reality three-dimensional display of a field of moving dots or at a virtual reality scene. Frontiers in neurology 6 (2015).Google ScholarCross Ref
- Simon Davis, Keith Nesbitt, and Eugene Nalivaiko. 2015. Comparing the onset of cybersickness using the Oculus Rift and two virtual roller coasters. In Proceedings of the 11th Australasian Conference on Interactive Entertainment (IE 2015), Vol. 27. 30.Google Scholar
- Mark Stephen Dennison and Michael DfiZmura. 2017. Cybersickness without the wobble: Experimental results speak against postural instability theory. Applied Ergonomics 58 (2017), 215--223.Google ScholarCross Ref
- Ajoy S Fernandes and Steven K Feiner. 2016. Combating vr sickness through subtle dynamic field-of-view modification. In 3D User Interfaces (3DUI), 2016 IEEE Symposium on. IEEE, 201--210.Google Scholar
- B Freund and TR Green. 2006. Simulator sickness amongst older drivers with and without dementia. Advances in Transportation Studies (2006).Google Scholar
- John F Golding. 2006. Motion sickness susceptibility. Autonomic Neuroscience 129, 1 (2006), 67--76.Google ScholarCross Ref
- DW Gower, MG Lilienthal, RS Kennedy, and JE Fowlkes. 1988. Simulator sickness in US Army and Navy fixed-and rotary-wing flight simulators. In AGARD Conference Proceedings 433. Motion Cues in Flight Simulation and Simulator Induced Sickness. DTIC Document.Google Scholar
- Jukka Hakkinen, Tero Vuori, and M Paakka. 2002. Postural stability and sickness symptoms after HMD use. In IEEE International Conference on Systems, Man and Cybernetics, Vol. 1. 147--152.Google ScholarCross Ref
- Hunter G Hoffman, Todd Richards, Barbara Coda, Anne Richards, and Sam R Sharar. 2003. The illusion of presence in immersive virtual reality during an fMRI brain scan. CyberPsychology & Behavior 6, 2 (2003), 127--131.Google ScholarCross Ref
- Peter A Howarth and Simon G Hodder. 2008. Characteristics of habituation to motion in a virtual environment. Displays 29, 2 (2008), 117--123.Google ScholarCross Ref
- Jason Jerald. 2015. The VR book: Human-centered design for virtual reality. Morgan & Claypool. Google ScholarDigital Library
- Robert S Kennedy, Julie Drexler, and Robert C Kennedy. 2010. Research in visually induced motion sickness. Applied ergonomics 41, 4 (2010), 494--503.Google Scholar
- Robert S Kennedy, Norman E Lane, Kevin S Berbaum, and Michael G Lilienthal. 1993. Simulator sickness questionnaire: An enhanced method for quantifying simulator sickness. The international journal of aviation psychology 3, 3 (1993), 203--220.Google Scholar
- Behrang Keshavarz and Heiko Hecht. 2011. Validating an efficient method to quantify motion sickness. Human Factors: The Journal of the Human Factors and Ergonomics Society 53, 4 (2011), 415--426.Google ScholarCross Ref
- Alexandra Kitson, Abraham M Hashemian, Ekaterina R Stepanova, Ernst Kruijff, and Bernhard E Riecke. 2017. Comparing leaning-based motion cueing interfaces for virtual reality locomotion. In 3D User Interfaces (3DUI), 2017 IEEE Symposium on. IEEE, 73--82.Google Scholar
- Eugenia M Kolasinski. 1995. Simulator Sickness in Virtual Environments. Technical Report. DTIC Document.Google Scholar
- Kate E Laver, Stacey George, Susie Thomas, Judith E Deutsch, and Maria Crotty. 2015. Virtual reality for stroke rehabilitation. Cochrane database of systematic reviews 2 (2015).Google Scholar
- Joseph J LaViola Jr. 2000. A discussion of cybersickness in virtual environments. ACM SIGCHI Bulletin 32, 1 (2000), 47--56. Google ScholarDigital Library
- Jason D Moss and Eric R Muth. 2011. Characteristics of head-mounted displays and their effects on simulator sickness. Human Factors: The Journal of the Human Factors and Ergonomics Society 53, 3 (2011), 308--319.Google ScholarCross Ref
- Oculus. 2018. Introduction to Best Practices. (2018). https://developer.oculus.com/design/latest/concepts/book-bp/Google Scholar
- Andrew Paroz and Leigh Ellen Potter. 2017. Cybersickness and Migraine Triggers: Exploring Common Ground. In Proceedings of the 29th Australian Conference on Computer-Human Interaction (OZCHI '17). ACM, New York, NY, USA, 417--421. Google ScholarDigital Library
- EC Regan. 1995. Some evidence of adaptation to immersion in virtual reality. Displays 16, 3 (1995), 135--139.Google ScholarCross Ref
- Gary E Riccio and Thomas A Stoffregen. 1991. An ecological theory of motion sickness and postural instability. Ecological psychology 3, 3 (1991), 195--240.Google Scholar
- Richard HY So and WT Lo. 1999. Cybersickness: an experimental study to isolate the effects of rotational scene oscillations. In Virtual Reality, 1999. Proceedings., IEEE. IEEE, 237--241. Google ScholarDigital Library
- Kay M Stanney and Robert S Kennedy. 1997. The psychometrics of cybersickness. Commun. ACM 40, 8 (1997), 66--68. Google ScholarDigital Library
- Kay M Stanney, Robert S Kennedy, and Julie M Drexler. 1997. Cybersickness is not simulator sickness. In Proceedings of the Human Factors and Ergonomics Society annual meeting, Vol. 41. SAGE Publications Sage CA: Los Angeles, CA, 1138--1142.Google ScholarCross Ref
- Thomas A Stoffregen, Elise Faugloire, Ken Yoshida, Moira B Flanagan, and Omar Merhi. 2008. Motion sickness and postural sway in console video games. Human factors 50, 2 (2008), 322--331.Google Scholar
- Heather A Stoner, Donald L Fisher, and Michael Mollenhauer. 2011. Simulator and scenario factors influencing simulator sickness. (2011).Google Scholar
- Aleksander Väljamäe. 2009. Auditorily-induced illusory self-motion: A review. Brain research reviews 61, 2 (2009), 240--255.Google Scholar
- Martijn L van Emmerik, Sjoerd C de Vries, and Jelte E Bos. 2011. Internal and external fields of view affect cybersickness. Displays 32, 4 (2011), 169--174.Google ScholarCross Ref
Index Terms
- Impact of air flow and a hybrid locomotion system on cybersickness
Recommendations
Effects of steering locomotion and teleporting on cybersickness and presence in HMD-based virtual reality
AbstractWhile head-mounted display-based virtual reality (VR) can produce compelling feelings of presence (or “being there”) in its users, it also often induces motion sickness. This study compared the presence, cybersickness and perceptions of self-...
Don’t make me sick: investigating the incidence of cybersickness in commercial virtual reality headsets
AbstractThe resurgence of interest in the use of virtual reality (VR) technology for research and entertainment purposes has led to an increase in concerns about human factor issues inherent in VR technology. One issue that has received a great deal of ...
Effects of dynamic field-of-view restriction on cybersickness and presence in HMD-based virtual reality
AbstractThe phenomenon of cybersickness is currently hindering the mass market adoption of head-mounted display (HMD) virtual reality (VR) technologies. This study examined the effects of dynamic field-of-view (FOV) restriction on the cybersickness ...
Comments