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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...
Autores principales: | , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
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Springer London
2021
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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). |
format | Online Article Text |
id | pubmed-8132277 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2021 |
publisher | Springer London |
record_format | MEDLINE/PubMed |
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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