Not just cybersickness: short-term effects of popular VR game mechanics on physical discomfort and reaction time

IF 4.4 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS
Sara Vlahovic, Lea Skorin-Kapov, Mirko Suznjevic, Nina Pavlin-Bernardic
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Abstract

Uncomfortable sensations that arise during virtual reality (VR) use have always been among the industry’s biggest challenges. While certain VR-induced effects, such as cybersickness, have garnered a lot of interest from academia and industry over the years, others have been overlooked and underresearched. Recently, the research community has been calling for more holistic approaches to studying the issue of VR discomfort. Focusing on active VR gaming, our article presents the results of two user studies with a total of 40 participants. Incorporating state-of-the-art VR-specific measures (the Simulation Task Load Index—SIM-TLX, Cybersickness Questionnaire—CSQ, Virtual Reality Sickness Questionnaire—VRSQ) into our methodology, we examined workload, musculoskeletal discomfort, device-related discomfort, cybersickness, and changes in reaction time following VR gameplay. Using a set of six different active VR games (three per study), we attempted to quantify and compare the prevalence and intensity of VR-induced symptoms across different genres and game mechanics. Varying between individuals, as well as games, the diverse symptoms reported in our study highlight the importance of including measures of VR-induced effects other than cybersickness into VR gaming user studies, while questioning the suitability of the Simulator Sickness Questionnaire (SSQ)—arguably the most prevalent measure of VR discomfort in the field—for use with active VR gaming scenarios.

Abstract Image

不仅仅是晕机:流行的 VR 游戏机制对身体不适和反应时间的短期影响
使用虚拟现实(VR)时产生的不舒适感觉一直是该行业面临的最大挑战之一。多年来,学术界和产业界对某些由虚拟现实引发的效应(如晕眩)产生了浓厚的兴趣,但对其他效应的研究却一直被忽视和不足。最近,研究界一直在呼吁采用更全面的方法来研究 VR 带来的不适。我们的文章以主动式 VR 游戏为重点,介绍了两项用户研究的结果,共有 40 人参与。我们将最先进的 VR 特定测量方法(模拟任务负荷指数-SIM-TLX、晕机问卷-CSQ、虚拟现实晕机问卷-VRSQ)纳入我们的研究方法,研究了 VR 游戏之后的工作量、肌肉骨骼不适、设备相关不适、晕机以及反应时间的变化。我们使用一组六款不同的主动式 VR 游戏(每项研究三款),试图量化和比较不同类型和游戏机制的 VR 诱发症状的发生率和强度。我们的研究中报告的各种症状因人而异,也因游戏而异,这凸显了在 VR 游戏用户研究中纳入除晕眩之外的其他 VR 诱发效应测量的重要性,同时也对模拟器晕眩问卷(SSQ)--可以说是该领域最普遍的 VR 不适测量方法--是否适用于主动式 VR 游戏场景提出了质疑。
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来源期刊
Virtual Reality
Virtual Reality COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS-COMPUTER SCIENCE, SOFTWARE ENGINEERING
CiteScore
8.30
自引率
14.30%
发文量
95
审稿时长
>12 weeks
期刊介绍: The journal, established in 1995, publishes original research in Virtual Reality, Augmented and Mixed Reality that shapes and informs the community. The multidisciplinary nature of the field means that submissions are welcomed on a wide range of topics including, but not limited to: Original research studies of Virtual Reality, Augmented Reality, Mixed Reality and real-time visualization applications Development and evaluation of systems, tools, techniques and software that advance the field, including: Display technologies, including Head Mounted Displays, simulators and immersive displays Haptic technologies, including novel devices, interaction and rendering Interaction management, including gesture control, eye gaze, biosensors and wearables Tracking technologies VR/AR/MR in medicine, including training, surgical simulation, rehabilitation, and tissue/organ modelling. Impactful and original applications and studies of VR/AR/MR’s utility in areas such as manufacturing, business, telecommunications, arts, education, design, entertainment and defence Research demonstrating new techniques and approaches to designing, building and evaluating virtual and augmented reality systems Original research studies assessing the social, ethical, data or legal aspects of VR/AR/MR.
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