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Cyber sickness in low-immersive, semi-immersive, and fully immersive virtual reality

It is known that virtual reality (VR) experience may cause cyber sickness. One aspect of VR is an immersion or otherwise sense of presence, the sense of feeling oneself in a virtual world. In this paper an experiment which was conducted in order to find the link between level of immersion and cyber...

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Autores principales: Martirosov, Sergo, Bureš, Marek, Zítka, Tomáš
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Springer London 2021
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8132277/
https://www.ncbi.nlm.nih.gov/pubmed/34025203
http://dx.doi.org/10.1007/s10055-021-00507-4
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author Martirosov, Sergo
Bureš, Marek
Zítka, Tomáš
author_facet Martirosov, Sergo
Bureš, Marek
Zítka, Tomáš
author_sort Martirosov, Sergo
collection PubMed
description It is known that virtual reality (VR) experience may cause cyber sickness. One aspect of VR is an immersion or otherwise sense of presence, the sense of feeling oneself in a virtual world. In this paper an experiment which was conducted in order to find the link between level of immersion and cyber sickness felt by participants is presented. Eighty-nine participants aged between 19 and 36 years have been equally divided into four groups with different level of VR immersion. The low-immersive group was represented by PC with monoscopic screen, the semi-immersive group was represented by CAVE with stereoscopic projector, the fully immersive group was represented by VR head-mounted display, and the last group was the control group without any kind of immersion. The task for the participants was to navigate through the maze for a specified amount of time (10 min). The Simulator Sickness Questionnaire was used as a subjective measure tool for cyber sickness level and Grooved Pegboard Test for assessing the fine dexterity, both before and after the experiment. Regarding the time spend in VR the fully immersive environment had the biggest problems as more than half of the participants had to stop before 10 min (p < 0.001). Concerning the cyber sickness, the significant increase in nausea score between pre-test and post-test scores has been observed in semi-immersive group (p = 0.0018) and fully immersive group (p < 0.0001). The increase in oculomotor score was smaller. The significant difference was noted only in fully immersive group (p = 0.0449). In spite of great nausea factor after the VR immersion the participants did not show a decrease of fine dexterity in any group (p < 0.001).
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spelling pubmed-81322772021-05-19 Cyber sickness in low-immersive, semi-immersive, and fully immersive virtual reality Martirosov, Sergo Bureš, Marek Zítka, Tomáš Virtual Real Original Article It is known that virtual reality (VR) experience may cause cyber sickness. One aspect of VR is an immersion or otherwise sense of presence, the sense of feeling oneself in a virtual world. In this paper an experiment which was conducted in order to find the link between level of immersion and cyber sickness felt by participants is presented. Eighty-nine participants aged between 19 and 36 years have been equally divided into four groups with different level of VR immersion. The low-immersive group was represented by PC with monoscopic screen, the semi-immersive group was represented by CAVE with stereoscopic projector, the fully immersive group was represented by VR head-mounted display, and the last group was the control group without any kind of immersion. The task for the participants was to navigate through the maze for a specified amount of time (10 min). The Simulator Sickness Questionnaire was used as a subjective measure tool for cyber sickness level and Grooved Pegboard Test for assessing the fine dexterity, both before and after the experiment. Regarding the time spend in VR the fully immersive environment had the biggest problems as more than half of the participants had to stop before 10 min (p < 0.001). Concerning the cyber sickness, the significant increase in nausea score between pre-test and post-test scores has been observed in semi-immersive group (p = 0.0018) and fully immersive group (p < 0.0001). The increase in oculomotor score was smaller. The significant difference was noted only in fully immersive group (p = 0.0449). In spite of great nausea factor after the VR immersion the participants did not show a decrease of fine dexterity in any group (p < 0.001). Springer London 2021-05-19 2022 /pmc/articles/PMC8132277/ /pubmed/34025203 http://dx.doi.org/10.1007/s10055-021-00507-4 Text en © The Author(s) 2021 https://creativecommons.org/licenses/by/4.0/Open AccessThis article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article's Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article's Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/ (https://creativecommons.org/licenses/by/4.0/) .
spellingShingle Original Article
Martirosov, Sergo
Bureš, Marek
Zítka, Tomáš
Cyber sickness in low-immersive, semi-immersive, and fully immersive virtual reality
title Cyber sickness in low-immersive, semi-immersive, and fully immersive virtual reality
title_full Cyber sickness in low-immersive, semi-immersive, and fully immersive virtual reality
title_fullStr Cyber sickness in low-immersive, semi-immersive, and fully immersive virtual reality
title_full_unstemmed Cyber sickness in low-immersive, semi-immersive, and fully immersive virtual reality
title_short Cyber sickness in low-immersive, semi-immersive, and fully immersive virtual reality
title_sort cyber sickness in low-immersive, semi-immersive, and fully immersive virtual reality
topic Original Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8132277/
https://www.ncbi.nlm.nih.gov/pubmed/34025203
http://dx.doi.org/10.1007/s10055-021-00507-4
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