Abstract
Using VR in the airplane cabin is appealing, primarily because of the enhanced entertainment value, increased privacy, and improved recreational opportunities provided by higher levels of immersion. However, VR applications in aircrafts contain the risk of passengers developing cybersickness. The particular environment of a moving aircraft in interaction with visual representation of movements in VR could lead to severe cybersickness, especially during turbulence. We had 129 participants experience VR in a full flight simulator with different content (static or dynamic VR clips) and during varying phases of flight including turbulence. The employed simulator is equipped with a cabin module, creating an economically valid environment. VR induced significant but mild symptoms of cybersickness. Nausea and dizziness symptoms were most severe during turbulence and especially with dynamic VR content being presented. More anxious participants tended to report more symptoms. In addition, there was an association with video game use and attitudes toward new technologies. While mild content and short exposure times only led to fairly low expressions of cybersickness, a long-term use of VR under turbulence could possibly become a concern. Airlines should especially address passengers’ negative attitudes toward new technologies, and VR in particular, to reduce fears and the risk of low tolerability.
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