4.6 Article

Focusing on cybersickness: pervasiveness, latent trajectories, susceptibility, and effects on the virtual reality experience

期刊

VIRTUAL REALITY
卷 26, 期 4, 页码 1347-1371

出版社

SPRINGER LONDON LTD
DOI: 10.1007/s10055-022-00636-4

关键词

Cybersickness; Virtual reality; Virtual presence; Motion sickness; Technology acceptance; Head-mounted displays

资金

  1. National Fund for Innovation and Scientific and Technological Development of the Dominican Republic [FONDOCYT 009-2014]

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This study provides a comprehensive examination of cybersickness in virtual reality (VR) usage, finding that it is pervasive and has a negative impact on the user experience and intentions to adopt VR technology. The latent trajectories of cybersickness are positive and curvilinear, with significant heterogeneity among individuals. Factors such as motion sickness susceptibility, cognitive stress, and recent headaches predict greater severity of cybersickness.
Although virtual reality (VR) usage has become widespread in the last decade, its adoption has been hampered by experiences of user discomfort known as cybersickness. The present study, in line with the 2020 cybersickness R&D agenda, sought to provide a broad examination of the cybersickness phenomenon, assessing its pervasiveness, latent trajectories, impacts on the VR experience, and predictor variables. The study was composed of 92 participants living in the Dominican Republic with ages ranging from 18 to 52 years (M = 26.22), who experienced a 10-min VR immersion in two environments designed for psychotherapy. The results indicated that cybersickness was pervasive, with 65.2% of the participants experiencing it, and 23.9% severely. Additionally, the latent trajectories of cybersickness were positive and curvilinear, with large heterogeneity across individuals. Cybersickness also had a substantive negative impact on the user experience and the intentions to adopt the VR technology. Finally, motion sickness susceptibility, cognitive stress, and recent headaches uniquely predicted greater severity of cybersickness, while age was negatively related. These combined results highlight the critical role that cybersickness plays on the VR experience and underscore the importance of finding solutions to the problems, such as technological advancements or special usage protocols for the more susceptible individuals.

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