利用虚拟现实技术测试晕动症的性别和经验因素

Ancella Hendrika, C. Theresia, Thedy Yogasara
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引用次数: 2

摘要

人们开始感兴趣的技术之一是虚拟现实(VR)。VR作为一种娱乐手段被广泛使用,在这个时候,电子竞技产业发展迅速。然而,使用虚拟现实可能会导致晕屏病,这是一种由视觉和前庭系统之间的感觉和知觉不匹配引起的疾病。晕屏病的出现可能与性别和使用VR的体验有关。虽然有关于晕屏的研究,但得到的结果并没有得出相同的结论。本研究旨在确定性别和VR体验的影响,通过生理测量预测晕屏时间,并提供建议,以最大限度地减少VR活动中的晕屏。使用的测量仪器是皮肤电反应(GSR)和模拟疾病问卷(SSQ)。在本研究中,通过方差分析和Kruskal-Wallis进行影响检验,以确定性别和使用VR的经历是否影响晕屏的可能性。根据GSR测量结果,研究发现,性别和使用VR的经历不会影响一个人患晕屏病的可能性。从SSQ测量结果来看,性别不影响晕屏,但使用VR的体验会影响一个人患晕屏的可能性。定性地说,晕屏症状出现在VR游戏开始后的15-20分钟。因此,建议将VR的使用时间限制在每次会话15 ~ 20分钟以内。关键词:晕动病,皮肤电反应(GSR),模拟病问卷(SSQ),虚拟现实
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Cybersickness Testing Of Gender And Experience Factors Using Virtual Reality
One of the technologies that people are starting to get interested in is virtual reality (VR). VR is widely used as a means of entertainment, even more so at this time, the e-sports industry is developing rapidly. However, the use of VR can cause cybersickness, a disease arising from sensory and perceptual mismatches between the visual and vestibular systems. The emergence of cybersickness can be related to gender and experience using VR. There have been studies on cybersickness, but the results obtained had not come to the same conclusion. This research aims to identify the effect of gender and experience using VR, predict the timing of cybersickness by using physiological measurements, and provide recommendations that can minimize cybersickness in activities using VR. The measuring instruments used are the galvanic skin response (GSR) and a simulator sickness questionnaire (SSQ). In this study, the influence test is conducted by using ANOVA and Kruskal-Wallis to determine whether gender and experience using VR affect the potential for cybersickness. Based on the GSR measurement results, it found that gender and experiences of using VR do not affect a person's potential for cybersickness. From the result of SSQ measurement, gender does not affect the cybersickness, but the experience of using VR affected a person's potential for cybersickness. Qualitatively, cybersickness symptoms appear in the 15-20 minutes after the VR game has set in. Therefore, it is recommended to limit the usage of VR to less than 15 to 20 minutes per session. Keywords: cybersickness, galvanic skin response (GSR), simulator sickness questionnaire (SSQ), virtual reality
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