Cyber (motion) sickness in active stereoscopic 3D gaming

Karim Benzeroual, R. Allison
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引用次数: 11

Abstract

Mass-market stereoscopic 3D gaming has recently become a reality on both gaming consoles and PCs. At the same time the success of devices such as the Nintendo Wii, Nintendo Wii Balance Board, Sony Move and Microsoft Kinect have made active movement of the head, limbs and body a key means of interaction in many games. We hypothesized that players may be more prone to cybersickness symptoms in stereoscopic 3D games based on active movement compared to similar games played with controllers or other devices, which do not require physical movement of the body with the exception of the hands and fingers. Two experimental games were developed to test this hypothesis while keeping other parameters as constant as possible. For the disorientation and oculomotor cybersickness subscales and the overall score of the Simulator Sickness Questionnaire, a significant interaction between display mode (S3D versus non-stereoscopic) and motion sickness susceptibility was found. However, contrary to our hypothesis, there was no indication that participants were particularly susceptible to cybersickness in S3D motion controller games.
主动立体3D游戏中的晕动症
大众市场的立体3D游戏最近在游戏机和个人电脑上都成为现实。与此同时,任天堂Wii、任天堂Wii平衡板、索尼Move和微软Kinect等设备的成功,使头部、四肢和身体的主动运动成为许多游戏中互动的关键手段。我们假设玩家在基于主动运动的立体3D游戏中可能更容易出现晕屏症状,而在用控制器或其他设备玩的类似游戏中,除了手和手指外,这些游戏不需要身体的物理运动。我们开发了两个实验游戏来测试这一假设,同时尽可能保持其他参数不变。在定向障碍和眼动晕动病分量表以及模拟晕动病问卷的总分中,显示模式(S3D与非立体)与晕动病易感性之间存在显著的交互作用。然而,与我们的假设相反,没有迹象表明参与者在S3D运动控制器游戏中特别容易晕机。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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