4.7 Review

Design guidelines for limiting and eliminating virtual reality-induced symptoms and effects at work: a comprehensive, factor-oriented review

Journal

FRONTIERS IN PSYCHOLOGY
Volume 14, Issue -, Pages -

Publisher

FRONTIERS MEDIA SA
DOI: 10.3389/fpsyg.2023.1161932

Keywords

virtual reality; ergonomics; cybersickness; visual fatigue; muscle fatigue; acute stress; mental overload; work

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Virtual reality (VR) can cause side effects known as virtual reality-induced symptoms and effects (VRISE). To address this concern, guidelines are recommended to ameliorate VRISE for virtual environment creators and users. Individual, hardware, and software factors may influence VRISE frequency and severity. Over 90 factors are identified, and guidelines are provided for each factor to help reduce VR side effects. Worker adaptation and regular breaks are suggested for office work use of VR, with extra care for workers with special needs, neurodiversity, and gerontechnological concerns. Current head-mounted displays and virtual environments may still induce VRISE, so health and safety should be monitored and safeguarded when using VR at work.
Virtual reality (VR) can induce side effects known as virtual reality-induced symptoms and effects (VRISE). To address this concern, we identify a literature-based listing of these factors thought to influence VRISE with a focus on office work use. Using those, we recommend guidelines for VRISE amelioration intended for virtual environment creators and users. We identify five VRISE risks, focusing on short-term symptoms with their short-term effects. Three overall factor categories are considered: individual, hardware, and software. Over 90 factors may influence VRISE frequency and severity. We identify guidelines for each factor to help reduce VR side effects. To better reflect our confidence in those guidelines, we graded each with a level of evidence rating. Common factors occasionally influence different forms of VRISE. This can lead to confusion in the literature. General guidelines for using VR at work involve worker adaptation, such as limiting immersion times to between 20 and 30 min. These regimens involve taking regular breaks. Extra care is required for workers with special needs, neurodiversity, and gerontechnological concerns. In addition to following our guidelines, stakeholders should be aware that current head-mounted displays and virtual environments can continue to induce VRISE. While no single existing method fully alleviates VRISE, workers' health and safety must be monitored and safeguarded when VR is used at work.

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