Jonathan W. Kelly , Nicole L. Hayes , Taylor A. Doty , Stephen B. Gilbert , Michael C. Dorneich
{"title":"Profiles of cybersickness symptoms","authors":"Jonathan W. Kelly , Nicole L. Hayes , Taylor A. Doty , Stephen B. Gilbert , Michael C. Dorneich","doi":"10.1016/j.displa.2024.102853","DOIUrl":null,"url":null,"abstract":"<div><div>Cybersickness – discomfort caused by virtual reality (VR) – remains a significant problem that negatively affects the user experience. Research on individual differences in cybersickness has typically focused on overall sickness intensity, but a detailed understanding should include whether individuals differ in the relative intensity of cybersickness symptoms. This study used latent profile analysis (LPA) to explore whether there exist groups of individuals who experience common patterns of cybersickness symptoms. Participants played a VR game for up to 20 min. LPA indicated three groups with low, medium, and high overall cybersickness. Further, there were similarities and differences in relative patterns of nausea, disorientation, and oculomotor symptoms between groups. Disorientation was lower than nausea and oculomotor symptoms for all three groups. Nausea and oculomotor were experienced at similar levels within the high and low sickness groups, but the medium sickness group experienced more nausea than oculomotor. Characteristics of group members varied across groups, including gender, virtual reality experience, video game experience, and history of motion sickness. These findings identify distinct individual experiences in symptomology that go beyond overall sickness intensity, which could enable future interventions that target certain groups of individuals and specific symptoms.</div></div>","PeriodicalId":50570,"journal":{"name":"Displays","volume":"85 ","pages":"Article 102853"},"PeriodicalIF":3.7000,"publicationDate":"2024-10-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Displays","FirstCategoryId":"5","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S0141938224002178","RegionNum":2,"RegionCategory":"工程技术","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"COMPUTER SCIENCE, HARDWARE & ARCHITECTURE","Score":null,"Total":0}
引用次数: 0
Abstract
Cybersickness – discomfort caused by virtual reality (VR) – remains a significant problem that negatively affects the user experience. Research on individual differences in cybersickness has typically focused on overall sickness intensity, but a detailed understanding should include whether individuals differ in the relative intensity of cybersickness symptoms. This study used latent profile analysis (LPA) to explore whether there exist groups of individuals who experience common patterns of cybersickness symptoms. Participants played a VR game for up to 20 min. LPA indicated three groups with low, medium, and high overall cybersickness. Further, there were similarities and differences in relative patterns of nausea, disorientation, and oculomotor symptoms between groups. Disorientation was lower than nausea and oculomotor symptoms for all three groups. Nausea and oculomotor were experienced at similar levels within the high and low sickness groups, but the medium sickness group experienced more nausea than oculomotor. Characteristics of group members varied across groups, including gender, virtual reality experience, video game experience, and history of motion sickness. These findings identify distinct individual experiences in symptomology that go beyond overall sickness intensity, which could enable future interventions that target certain groups of individuals and specific symptoms.
期刊介绍:
Displays is the international journal covering the research and development of display technology, its effective presentation and perception of information, and applications and systems including display-human interface.
Technical papers on practical developments in Displays technology provide an effective channel to promote greater understanding and cross-fertilization across the diverse disciplines of the Displays community. Original research papers solving ergonomics issues at the display-human interface advance effective presentation of information. Tutorial papers covering fundamentals intended for display technologies and human factor engineers new to the field will also occasionally featured.