Sara Vlahovic, Lea Skorin-Kapov, Mirko Suznjevic, Nina Pavlin-Bernardic
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引用次数: 0
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.
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.