Abstract

This paper presents the results of a user study of the effects of different head-centric rest-frames on Virtual Reality-Induced Symptoms and Effects (VRISE) and the user experience in virtual environments (VE). Participants played the custom-designed 3D game in two different game modes (high action and low action). For assessing VRISE levels, we used the Simulator Sickness Questionnaire (SSQ) and Fast Motion Sickness Score (FMS). The presence was evaluated by SPES (Spatial Presence Experience Scale), and for the user experience, the short version of the User Experience Questionnaire (UEQ-S) was used. The results indicate that the usage of head-centric rest-frames negatively affected VRISE levels (more sickness) in the low action mode of the game. However, for the users experienced with VR technology, the VRISE disorientation symptoms were alleviated in a high action mode of the game with rest-frame glasses. We found no negative effect of rest-frames on the user experience and presence, except for some negative impact when using rest-frame glasses in the low action mode of the game. No negative impact on the performance itself was observed. That means that the usage of head-centric rest-frames is suitable for usage in VR applications. In terms of VRISE levels, we found out that rest-frame glasses are more suitable for the wearers of the distance spectacles, and a baseball hat is more suitable for non-wearers of distance spectacles.

Highlights

  • Virtual reality technology (VR) has achieved amazing development and has reached technological maturity since 2012, when the so-called second wave of virtual reality technology (VR) in 2012 began with the announcement of Oculus Rift, there are still some major drawbacks for technology acceptance, and broader user adoption are the health-oriented effects this technology has on humans.Terms such as VR sickness, Cybersickesss, Virtual Reality-Induced Symptoms and Effects (VRISE) (VR-induced symptoms and effects), VIMS, simulator sickness, etc., describe those side effects and are often used interchangeably

  • This paper presents the results of a user study of the effects of different head-centric rest-frames on Virtual Reality-Induced Symptoms and Effects (VRISE) and the user experience in virtual environments (VE)

  • This study examined the effects of head-centric rest-frames in terms of VRISE, user experience, and presence in virtual environments

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Summary

Introduction

Virtual reality technology (VR) has achieved amazing development and has reached technological maturity since 2012, when the so-called second wave of VR in 2012 began with the announcement of Oculus Rift, there are still some major drawbacks for technology acceptance, and broader user adoption are the health-oriented effects this technology has on humans Terms such as VR sickness, Cybersickesss, VRISE (VR-induced symptoms and effects), VIMS (visually induced motion sickness), simulator sickness, etc., describe those side effects and are often used interchangeably. This was the only previous study that analyzed the effects of head-centric rest-frames in virtual reality They found out that using a virtual nose reduced VR sickness, while it did not affect the game experience. They concluded that a rest-frame in the form of a virtual nose could be used in virtual reality applications to reduce VR sickness

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