Virtual Reality Sickness: A Review of Causes and Measurements
By Eunhee Chang, H. Kim, Byounghyun Yoo. International journal of human computer interactions, 2020
829 citations recorded by the source corpus.
ABSTRACT In virtual reality (VR), users can experience symptoms of motion sickness, which is referred to as VR sickness or cybersickness. The symptoms include but are not limited to eye fatigue, disorientation, and nausea, which can impair the VR experience of users. Though many studies have attempted to reduce the discomfort, they produced conflicting results with varying degrees of VR sickness. In particular, a visually improved VR does not necessarily result in decreased VR sickness. To understand these unexpected results, we surveyed the causes of VR sickness and measurement of symptoms. We reorganized the causes of the VR sickness into three major factors (hardware, content, and human factors) and investigated the sub-component of each factor. We then surveyed frequently used measures of VR sickness, both subjective and objective approaches. We also investigated emerging approaches for reducing VR sickness and proposed a multimodal fidelity hypothesis to give an insight into future studies.
Subfields: Media Technology, Human-Computer Interaction
View Paper: https://www.semanticscholar.org/paper/d07480b3a3319d19a2368d8799a0437c1e01425b
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In Human-Computer Interaction
Citations in the corpus
- What is XR? Towards a Framework for Augmented and Virtual Reality (2022, background): “It typically results from a mismatch between users ’ actual movements and the movements that they perceive through the virtual world but is also influenced by human factors (Chang et al., 2020).”