Cyber sickness in low-immersive, semi-immersive, and fully immersive virtual reality.
Cyber sickness
Dexterity test
Head-mounted display
Stereoscopic projection
Virtual reality
Journal
Virtual reality
ISSN: 1359-4338
Titre abrégé: Virtual Real
Pays: England
ID NLM: 101518169
Informations de publication
Date de publication:
2022
2022
Historique:
received:
06
02
2020
accepted:
19
02
2021
pubmed:
25
5
2021
medline:
25
5
2021
entrez:
24
5
2021
Statut:
ppublish
Résumé
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 (
Identifiants
pubmed: 34025203
doi: 10.1007/s10055-021-00507-4
pii: 507
pmc: PMC8132277
doi:
Types de publication
Journal Article
Langues
eng
Pagination
15-32Informations de copyright
© The Author(s) 2021.
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