晕屏病易感性的个体差异

Lisa Rebenitsch, C. Owen
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引用次数: 82

摘要

我们检查了虚拟现实参与者的背景特征,以确定与晕屏病的相关性。随着Occulus和索尼等公司的3D媒体和新的VR显示技术越来越受欢迎,晕屏的发病率可能会增加。了解个体背景对易感性的影响有助于揭示哪些个体更容易受到影响。在研究的因素中,过去的晕动病史和玩电子游戏的情况对晕动病有最好的预测能力。提出了一个利用背景特征来估计晕动病可能性的模型。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Individual variation in susceptibility to cybersickness
We examined background characteristics of virtual reality participants in order to determine correlations to cybersickness. As 3D media and new VR display technologies from companies such as Occulus and Sony become more popular, the incidence of cybersickness is likely to increase. Understanding the impact of individual backgrounds on susceptibility can help shed light on which individuals are more likely to be impacted. Past history of motion sickness and video game play have the best predictive power of cybersickness of the factors studied. A model to estimate the likelihood of cybersickness using background characteristics is posed.
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