Virtual Reality Sickness: A Review of Causes and Measurements

Authors
Chang, EunheeKim, Hyun TaekYoo, Byounghyun
Issue Date
2020-10-20
Publisher
TAYLOR & FRANCIS INC
Citation
INTERNATIONAL JOURNAL OF HUMAN-COMPUTER INTERACTION, v.36, no.17, pp.1658 - 1682
Abstract
In virtual reality (VR), users can experience symptoms of motion sickness, which is referred to as VR sickness or cybersickness. The symptoms include but are not limited to eye fatigue, disorientation, and nausea, which can impair the VR experience of users. Though many studies have attempted to reduce the discomfort, they produced conflicting results with varying degrees of VR sickness. In particular, a visually improved VR does not necessarily result in decreased VR sickness. To understand these unexpected results, we surveyed the causes of VR sickness and measurement of symptoms. We reorganized the causes of the VR sickness into three major factors (hardware, content, and human factors) and investigated the sub-component of each factor. We then surveyed frequently used measures of VR sickness, both subjective and objective approaches. We also investigated emerging approaches for reducing VR sickness and proposed a multimodal fidelity hypothesis to give an insight into future studies.
Keywords
VISUALLY INDUCED MOTION; ENVIRONMENT EXPOSURE; SIMULATOR SICKNESS; CYBERSICKNESS; VECTION; SUSCEPTIBILITY; QUESTIONNAIRE; SYMPTOMS; ROTATION; PITCH; VISUALLY INDUCED MOTION; ENVIRONMENT EXPOSURE; SIMULATOR SICKNESS; CYBERSICKNESS; VECTION; SUSCEPTIBILITY; QUESTIONNAIRE; SYMPTOMS; ROTATION; PITCH
ISSN
1044-7318
URI
https://pubs.kist.re.kr/handle/201004/117983
DOI
10.1080/10447318.2020.1778351
Appears in Collections:
KIST Article > 2020
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