Journal
2020 IEEE CONFERENCE ON VIRTUAL REALITY AND 3D USER INTERFACES WORKSHOPS (VRW 2020)
Volume -, Issue -, Pages 795-796Publisher
IEEE COMPUTER SOC
DOI: 10.1109/VRW50115.2020.00-27
Keywords
Human-centered computing; Human Computer Interaction (HCI); Interaction Paradigms; Virtual Reality; Human-centered computing; Human Computer Interaction (HCI); HCI design and evaluation methods; User Studies
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Funding
- SNF [CRSII5_180319/1]
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Cybersickness continues to be one of the main barriers for mainstream adoption of Virtual Reality (VR). Despite the wealth of research available on this topic, it is still an unsolved problem. This paper explores the potential influence of cybersickness over the course of a VR experience on player Blink-Rate. This investigation was conducted on the same VR task with two diverging control schemes with a low or high risk of inducing cybersickness. A total of 34 participant data was collected from two separate playing sessions. Although no significant differences were observed, sick individuals showed to have a higher blink-rate frequency over the course of the VR experience while non-sick individuals presented a more stable blink-rate frequency.
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