![]() ![]() In this context, this study aimed to provide profound knowledge about VR sickness and its reduction. Through this work, we tried to give an insight into current research findings and plans for future research. In this diagram, a series of research processes was represented in a pipeline from the cause of VR sickness to the measurement of symptoms. Using a Sankey diagram, we approached trends in VR sickness from a multi-faceted perspective. We also surveyed various methods for reliably measuring symptoms. Based on experimental results of 77 user study, we investigated factors causing VR sickness. In this paper, we reviewed the results of existing VR sickness studies and discussed the direction of future research to reduce symptoms. ![]() Based on the experimental results, several studies have provided guidelines to reduce VR sickness (Carnegie & Rhee, 2015 Y. ![]() Many researchers have conducted user experiments using VR to investigate the cause of adverse symptoms (Duh et al., 2004 Häkkinen et al., 2002 Keshavarz et al., 2011). These uncomfortable feelings can inhibit future VR experiences, so VR sickness is regarded as an urgent problem to solve. The major symptoms of VR sickness are eye fatigue, disorientation, and nausea (LaViola Jr, 2000). McCauley called this phenomenon as cybersickness, also known as VR sickness (McCauley & Sharkey, 1992). During VR experiences, however, some users can suffer from troublesome symptoms that are similar to motion sickness. We also investigated emerging approaches for reducing VR sickness and proposed a multimodal fidelity hypothesis to give an insight into future studies.Īlong with a growing interest in the virtual reality (VR) industry, there are increasing efforts to incorporate VR technology into various fields such as movies, games, and education. We then surveyed frequently used measures of VR sickness, both subjective and objective approaches. 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. To understand these unexpected results, we surveyed the causes of VR sickness and measurement of symptoms. In particular, a visually improved VR does not necessarily result in decreased VR sickness. Though many studies have attempted to reduce the discomfort, they produced conflicting results with varying degrees of VR sickness. The symptoms include but are not limited to eye fatigue, disorientation, and nausea, which can impair the VR experience of users. In virtual reality (VR), users can experience symptoms of motion sickness, which is referred to as VR sickness or cybersickness. ![]()
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