Abstract

It is known that virtual reality (VR) experience may cause cyber sickness. One aspect of VR is an immersion or otherwise sense of presence, the sense of feeling oneself in a virtual world. In this paper an experiment which was conducted in order to find the link between level of immersion and cyber sickness felt by participants is presented. Eighty-nine participants aged between 19 and 36 years have been equally divided into four groups with different level of VR immersion. The low-immersive group was represented by PC with monoscopic screen, the semi-immersive group was represented by CAVE with stereoscopic projector, the fully immersive group was represented by VR head-mounted display, and the last group was the control group without any kind of immersion. The task for the participants was to navigate through the maze for a specified amount of time (10 min). The Simulator Sickness Questionnaire was used as a subjective measure tool for cyber sickness level and Grooved Pegboard Test for assessing the fine dexterity, both before and after the experiment. Regarding the time spend in VR the fully immersive environment had the biggest problems as more than half of the participants had to stop before 10 min (p < 0.001). Concerning the cyber sickness, the significant increase in nausea score between pre-test and post-test scores has been observed in semi-immersive group (p = 0.0018) and fully immersive group (p < 0.0001). The increase in oculomotor score was smaller. The significant difference was noted only in fully immersive group (p = 0.0449). In spite of great nausea factor after the VR immersion the participants did not show a decrease of fine dexterity in any group (p < 0.001).

Highlights

  • Nowadays virtual reality (VR) technology is becoming more and more popular

  • We have evaluated the cyber sickness level caused by different VE, behavior of participants in VR, and the influence of VR on fine dexterity

  • This paper focused on clarification of cyber sickness level in three different virtual reality environments low-immersive, semi-immersive, and fully immersive

Read more

Summary

Introduction

Nowadays virtual reality (VR) technology is becoming more and more popular. It is described as real-time interactive graphics with three-dimensional models, combined with a display technology that gives the user sense of the immersion in the model world and allows direct manipulation with objects in it (Bishop et al 1992). VR is widely used in medical area, where people train for various situations that they might face in real life (Lemole et al 2007). VR proves to be an effective tool that can help handle this situation by spreading awareness, improving communication between people, and help in physical rehabilitation and pain management of an infected patient during the treatment process (Singh et al 2020). Several previous studies like training how to properly keep hand hygiene to prevent infections (Clack et al 2019), utilization of VR in online shopping with additional product visualization (Speicher 2018) or opportunities and challenges in online teaching and education with VR support (Callaghan et al 2015) become very actual in 2020

Methods
Results
Discussion
Conclusion
Full Text
Paper version not known

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call

Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.