对晕屏的系统回顾

Simon Davis, K. Nesbitt, E. Nalivaiko
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引用次数: 351

摘要

Oculus Rift等新界面技术的出现,重新燃起了人们对虚拟现实的兴趣,尤其是在私人娱乐领域。然而,长期存在的副作用问题,如晕机引起的恶心,继续影响着头戴式显示器等设备的普遍使用。这反过来又减缓了电脑游戏中更具沉浸感的界面的发展,以及在培训和健康领域更严肃的应用。在这篇论文中,我们报告了一个系统的回顾在晕动病的领域,重点是测量不同的症状所经历的。的确,模拟器病和晕动病的相关情况以前已经得到了很好的研究,但许多问题尚未解决。在这里,我们报告了这些问题以及一些主观和客观的测量方法,使用问卷调查或用于研究晕动症的心理生理学测量方法。我们还报告了影响病情的因素,个人,设备相关和任务依赖。我们的结论是,仍有必要开发更具成本效益和客观的生理测量方法,以衡量晕屏的影响和个人对这种情况的易感性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
A Systematic Review of Cybersickness
The uptake of new interface technologies, such as the Oculus Rift have generated renewed interest in virtual reality especially for private entertainment use. However, long standing issues with unwanted side effects, such as nausea from cybersickness, continue to impact on the general use of devices such as head mounted displays. This in turn has slowed the uptake of more immersive interfaces for computer gaming and indeed more serious applications in training and health. In this paper we report a systematic review in the area of cybersickness with a focus on measuring the diverse symptoms experienced. Indeed the related conditions of simulator sickness and motion sickness have previously been well studied and yet many of the issues are unresolved. Here we report on these issues along with a number of measures, both subjective and objective in nature, using either questionnaires or psychophysiological measures that have been used to study cybersickness. We also report on the factors, individual, device related and task dependent that impact on the condition. We conclude that there remains a need to develop more cost-effective and objective physiological measures of both the impact of cybersickness and a person's susceptibility to the condition.
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