Abstract

Simulator sickness is a syndrome similar to motion sickness, often experienced during simulator or another virtual reality (VR) exposure. Many theories have been developed or adapted from the motion sickness studies, in order to explain the existence of the syndrome. The simulator sickness can be measured using both subjective and objective methods. The most popular self-report method is the Simulator Sickness Questionnaire. Attempts have also been made to discover a physiological indicator of the described syndrome, but no definite conclusion has been reached on this issue. In the present paper, three temporal aspects of the simulator sickness are discussed: the temporal trajectory of the progression of simulator sickness, possibility of adapting VR users in advance and persistence of the symptoms after VR exposure. Evidence found in 39 articles is widely described. As for the first aspect, it is clear that in most cases severity of the simulator sickness symptoms increases with time of exposure, although it is impossible to develop a single, universal pattern for this effect. It has also been proved, that in some cases a threshold level or time point exists, after which the symptoms stop increasing or begin to decrease. The adaptation effect was proved in most of the reviewed studies and observed in different study designs – e.g., with a couple of VR exposures on separate days or on 1 day and with a single, prolonged VR exposure. As for the persistence of the simulator sickness symptoms after leaving the VR, on the whole the study results suggest that such an effect exists, but it varies strongly between individual studies – the symptoms may persist for a short period of time (10 min) or a relatively long one (even 4 h). Considering the conclusions reached in the paper, it is important to bear in mind that the virtual reality technology still evokes unpleasant sensations in its users and that these sensations should be cautiously controlled while developing new VR tools. Certainly, more research on this topic is necessary.

Highlights

  • Virtual Reality – A Definition and the Most Commonly Used DevicesThe simplest definition of virtual reality states that is “the use of computer-generated virtual environments and the associated hardware to provide the user with the illusion of physical presence within that environment” (Jayaram et al, 1997, p. 576)

  • The remaining two participants completed the 2-h immersion and reported that after 75 min the severity of symptoms decreased greatly. This suggests that the simulator sickness symptoms severity increases with time, for some individuals it may be possible to adapt to the virtual reality (VR) environment during a single exposure

  • To summarize the conclusions reached about each of the temporal aspects of simulator sickness, a sufficient amount of evidence appears to exist in order to confirm the hypothesis that the severity of simulator sickness symptoms increases with increased exposure time

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Summary

Introduction

Virtual Reality – A Definition and the Most Commonly Used DevicesThe simplest definition of virtual reality states that is “the use of computer-generated virtual environments and the associated hardware to provide the user with the illusion of physical presence within that environment” (Jayaram et al, 1997, p. 576). Many different virtual reality hardware systems and devices have been developed over the years and will be briefly described . The VR user wears a headset and holds two controllers which enable them to move and interact in a three-dimensional environment. The report predicts that the stand-alone headsets will grow in popularity in the coming years. This could be of advantage for research employing the VR technology, as eliminating the wire which connects the headset to a PC or a console will make conducting experiments with multiple participants at the same time much easier

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