Abstract

Virtual reality (VR) usage continues to grow, but visually induced motion sickness (VIMS) can decrease VR effectiveness for some users. This study seeks to compare methods of VIMS mitigation and explore sickness among gender and video game experience groups. Participant discomfort and early dropout are problems for studies that involve virtual environment (VE) exposure, but previous research has demonstrated that natural decay and physical, real-world hand-eye coordination tasks can serve as effective mitigation strategies. In this study, 57 participants wore a head-mounted display (HMD) and navigated a maze VE designed to induce cybersickness. Participants then experienced one of four mitigation techniques: real natural decay (HMD off), virtual natural decay (HMD on with idyllic VE and no locomotion), real hand-eye coordination task (HMD off), and virtual hand-eye coordination task (HMD on). Simulator Sickness Questionnaire (SSQ) measures were taken periodically throughout maze and mitigation tasks. Results demonstrated that peak sickness during the maze VE occurred after approximately 10 minutes. Analyses of mitigation techniques showed that real natural decay resulted in significantly more sickness recovery when compared with the virtual hand-eye coordination task for SSQ total score, nausea, and oculomotor constructs, but not disorientation. The real natural decay technique was the most effective at bringing participants' final sickness measure back to their initial baseline measure; however, other mitigation techniques yielded effectiveness, but at a lower rate. This study extends previous research about hand-eye mitigation approaches by demonstrating that natural decay and hand-eye tasks in a virtual and real-world setting were effective in reducing VIMS. Real-world natural decay was the most effective at mitigating VIMS and the virtual hand-eye task was not as effective as the other three tasks. Women experienced more VIMS that men, but also recovered more than men during mitigation. Video gamers experienced less VIMS than non-gamers. These findings bolster extant knowledge about VIMS mitigation techniques and can inform future development of virtual mitigation techniques.

Highlights

  • Induced motion sickness (VIMS) is a subcategory of motion sickness that relates to nausea, oculomotor strain, and disorientation from the perception of motion while remaining still (Kennedy et al, 2010)

  • It is worth noting that Curtis (2014) did not find significant Visually induced motion sickness (VIMS) mitigation differences between the real natural decay and the virtual natural decay conditions, but no other research could be found regarding virtual natural decay. These findings suggest that a virtual hand–eye coordination task could be a potential solution for reducing VIMS symptoms while remaining in a virtual environment

  • Paired sample t-tests reveal that the change in Sickness Questionnaire (SSQ) score between SSQ-mit-5 and SSQ-mit-7 was insignificant for total score (TS) [t(54) = −1.627, p = 0.110], N [t(54) = −1.626, p = 0.110], O [t(54) = −1.707, p = 0.094], and D [t(54) = −1.135, p = 0.262], indicating that the increase in scores was minimal and non-impactful

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Summary

Introduction

Induced motion sickness (VIMS) is a subcategory of motion sickness that relates to nausea, oculomotor strain, and disorientation from the perception of motion while remaining still (Kennedy et al, 2010). VIMS presents an obstacle to widespread adoption of virtual reality (VR) experiences because it can have devastating results on any study in which participants move within a virtual environment (VE). VIMS has the potential to compromise a study, but it can pose a safety risk to participants if they become physically ill. The effects of these symptoms may make using VR, both recreationally and professionally, too uncomfortable in the short and long term for many users. VIMS could render adoption and innovation around VR fruitless. In combination with improving the virtual experience to prevent sickness, it is critical to provide solutions for users to readapt and reduce sickness after exposure

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