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abstract

Monocular Viewing Protects Against Cybersickness Produced by Head Movements in the Oculus Rift

Published: 12 November 2019 Publication History

Abstract

We compared the cybersickness produced when a virtual environment (VE) was viewed binocularly and monocularly through an Oculus Rift CV1 head-mounted display (HMD). During each exposure to the VE participants made continuous yaw head movements in time with a computer-generated metronome. Across trials we also varied their head movement frequency (0.5 or 1.0 Hz) and motion-to-photon delays (from ∼5 - ∼212 ms). We found that: 1) cybersickness severity increased with added display lag; and 2) monocular viewing appeared to protect against these increases in cybersickness. We conclude that active binocular viewing with this HMD introduced artifacts that increased the likelihood of more severe sickness.

References

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L. Rebenitsch and C. Owen (2016). Review on cybersickness in applications and visual displays. Virtual Reality, 20 (2), 101-125.
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BD Lawson (2015). Motion sickness symptomatology and origins. In the Handbook of Virtual Environments: Design, Implementation, and Applications. CRC Press, Florida: Boca Raton, pp. 532-587.
[3]
J. Kim, M. Moroz, B. Arcioni and S. Palmisano (2018). Effects of head-display lag on presence in the oculus rift. In: Proceedings of the 24 th ACM Symposium on Virtual Reality Software and Technology, Article 83, 1-2.
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B. Arcioni, S. Palmisano, D. Apthorp and J. Kim (2019). Postural stability predicts the likelihood of cybersickness in active HMD-based virtual reality, Displays, 58, 3-11.
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S. Palmisano, R. Mursic and J. Kim (2017). Vection and cybersickness generated by head-and-display motion in the Oculus Rift. Displays, 46, 1-8.
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J. Kim, CY. Chung, S. Nakamura, S. Palmisano and SK Khuu (2015). The Oculus Rift: A cost-effective tool for studying visual-vestibular interactions in self-motion perception. Frontiers in Psychology, 6: 248.
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Cited By

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  • (2024)Preregistered test of whether a virtual nose reduces cybersicknessCognitive Research: Principles and Implications10.1186/s41235-024-00593-39:1Online publication date: 29-Oct-2024
  • (2024)Identifying Behavioral Correlates to Visual DiscomfortACM Transactions on Graphics10.1145/368792943:6(1-10)Online publication date: 19-Dec-2024
  • (2024)Testing the ‘differences in virtual and physical head pose’ and ‘subjective vertical conflict’ accounts of cybersicknessVirtual Reality10.1007/s10055-023-00909-628:1Online publication date: 17-Jan-2024
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cover image ACM Conferences
VRST '19: Proceedings of the 25th ACM Symposium on Virtual Reality Software and Technology
November 2019
498 pages
ISBN:9781450370011
DOI:10.1145/3359996
Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 12 November 2019

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Author Tags

  1. Cybersickness
  2. Oculus Rift
  3. Perception
  4. VR
  5. Virtual Reality

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  • Abstract
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  • Refereed limited

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VRST '19
VRST '19: 25th ACM Symposium on Virtual Reality Software and Technology
November 12 - 15, 2019
NSW, Parramatta, Australia

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Overall Acceptance Rate 66 of 254 submissions, 26%

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Cited By

View all
  • (2024)Preregistered test of whether a virtual nose reduces cybersicknessCognitive Research: Principles and Implications10.1186/s41235-024-00593-39:1Online publication date: 29-Oct-2024
  • (2024)Identifying Behavioral Correlates to Visual DiscomfortACM Transactions on Graphics10.1145/368792943:6(1-10)Online publication date: 19-Dec-2024
  • (2024)Testing the ‘differences in virtual and physical head pose’ and ‘subjective vertical conflict’ accounts of cybersicknessVirtual Reality10.1007/s10055-023-00909-628:1Online publication date: 17-Jan-2024
  • (2023)Design guidelines for limiting and eliminating virtual reality-induced symptoms and effects at work: a comprehensive, factor-oriented reviewFrontiers in Psychology10.3389/fpsyg.2023.116193214Online publication date: 9-Jun-2023
  • (2023)Effects of Constant and Time-Varying Display Lag on DVP and Cybersickness When Making Head-Movements in Virtual RealityInternational Journal of Human–Computer Interaction10.1080/10447318.2023.229161340:24(8858-8875)Online publication date: 19-Dec-2023
  • (2023)Effects of speed, complexity and stereoscopic VR cues on cybersickness examined via EEG and self-reported measuresDisplays10.1016/j.displa.2023.10241578(102415)Online publication date: Jul-2023
  • (2023)Identifying presence of cybersickness symptoms using AI-based predictive learning algorithmsVirtual Reality10.1007/s10055-023-00813-z27:4(3613-3620)Online publication date: 30-May-2023
  • (2023)Mechanism and Influencing Factors of Motion Sickness Induced by Virtual Reality DevicesMan-Machine-Environment System Engineering10.1007/978-981-99-4882-6_16(107-113)Online publication date: 5-Sep-2023
  • (2022)Differences in virtual and physical head orientation predict sickness during active head-mounted display-based virtual realityVirtual Reality10.1007/s10055-022-00732-527:2(1293-1313)Online publication date: 19-Dec-2022
  • (2022)Reductions in sickness with repeated exposure to HMD-based virtual reality appear to be game-specificVirtual Reality10.1007/s10055-022-00634-626:4(1373-1389)Online publication date: 8-Mar-2022
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