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Search Results (19)

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Keywords = factor of cybersickness

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12 pages, 923 KB  
Perspective
Safety of Immersive Virtual Reality for the Management of Parkinson’s Disease
by Daniela Pimenta Silva, Filipa Pona-Ferreira, Beatriz Santos, Pablo Campo-Prieto, Raquel Bouça-Machado and Joaquim J. Ferreira
Sensors 2024, 24(24), 8188; https://doi.org/10.3390/s24248188 - 22 Dec 2024
Cited by 3 | Viewed by 2229
Abstract
Virtual reality (VR) has been used in research and clinical practice in the management of Parkinson’s disease (PD), potentially enhancing physiotherapy. Adverse events (AEs) associated with VR applications in PD have been poorly explored. We conducted a randomized controlled trial to compare two [...] Read more.
Virtual reality (VR) has been used in research and clinical practice in the management of Parkinson’s disease (PD), potentially enhancing physiotherapy. Adverse events (AEs) associated with VR applications in PD have been poorly explored. We conducted a randomized controlled trial to compare two 12-week interventions using physiotherapy and immersive VR, and analyzed the frequency and type of AEs occurring in 30 people with PD. We reported 144 AEs (8.4% of the sessions), predominantly classified as mild and unrelated to the interventions. Two were serious AEs, one leading to study discontinuation. Notably, discomfort/pain, motor fluctuations, and falls were the most frequently reported, accounting for 63% of the total AEs. Five falls were definitely associated with the ‘sense of presence’ provided by the fully immersive VR system, which underscores the necessity for careful game selection when designing interventions for PD. Motor fluctuations may have been associated with various factors, which merit further investigation. We also explored the role of SSQ as a measure of cybersickness in PD. In conclusion, it is important to closely monitor and characterize AEs to ensure safety and efficacy in clinical practice as AEs may be more common than previously recognized in VR interventions in PD. Full article
(This article belongs to the Special Issue Feature Review Papers in Biosensors Section 2024)
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22 pages, 4886 KB  
Article
A Fuzzy-Control Anti-Cybersickness Intelligent System (FCACIS) Designed for Multiple Inducing Factors in a 3D Virtual Store
by Cheng-Li Liu and Shiaw-Tsyr Uang
Appl. Sci. 2024, 14(24), 11609; https://doi.org/10.3390/app142411609 - 12 Dec 2024
Viewed by 831
Abstract
As online shopping has increased, the business models of online stores have diversified. When consumers cannot experience an actual product, merchants will promote products through a display to attract customers. Virtual reality (VR) provides an immersive platform for consumers to interact with virtual [...] Read more.
As online shopping has increased, the business models of online stores have diversified. When consumers cannot experience an actual product, merchants will promote products through a display to attract customers. Virtual reality (VR) provides an immersive platform for consumers to interact with virtual scenarios. Unfortunately, cybersickness remains a problem in VR. The uncomfortable effects of VR hinder its commercial expansion and the broader adoption of 3D virtual stores. Cybersickness has many causes, including personal characteristics, hardware interfaces, and operation behavior. This study develops a fuzzy-control anti-cybersickness intelligent system (FCACIS) with these factors dynamically and actively. The system retrieves the operation value and inferences the cybersickness symptom value (CSSV). When the CSSV exceeds the alarm value, a dialog mode is introduced to remind users to be aware of possible cybersickness. If the CSSV continues to increase, a cybersickness defense mechanism is activated, such as decreasing the field of view and freezing the screen. The experimental results revealed a significant difference in SSQ scores between subjects who navigated a 3D virtual store with and without the FCACIS. The SSQ scores of subjects with the FCACIS (SSQ = 20.570) were significantly lower than those of subjects without the FCACIS (SSQ = 32.880). The FCACIS effectively alleviated cybersickness for subjects over 40 years old. Additionally, the FCACIS effectively slowed the onset of cybersickness in men and women. The anti-cybersickness effect of the FCACIS on flat-panel displays was greater than that on HMDs. The symptoms of cybersickness for a 3DOF controller were also reduced. Full article
(This article belongs to the Special Issue Human–Computer Interaction and Virtual Environments)
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13 pages, 858 KB  
Article
User Experience in Neurofeedback Applications Using AR as Feedback Modality
by Lisa Maria Berger, Guilherme Wood and Silvia Erika Kober
Computers 2024, 13(5), 110; https://doi.org/10.3390/computers13050110 - 23 Apr 2024
Viewed by 2588
Abstract
Neurofeedback (NF) is a brain–computer interface in which users can learn to modulate their own brain activation while receiving real-time feedback thereof. To increase motivation and adherence to training, virtual reality has recently been used as a feedback modality. In the presented study, [...] Read more.
Neurofeedback (NF) is a brain–computer interface in which users can learn to modulate their own brain activation while receiving real-time feedback thereof. To increase motivation and adherence to training, virtual reality has recently been used as a feedback modality. In the presented study, we focused on the effects of augmented reality (AR) based visual feedback on subjective user experience, including positive/negative affect, cybersickness, flow experience, and experience with the use of this technology, and compared it with a traditional 2D feedback modality. Also, half of the participants got real feedback and the other half got sham feedback. All participants performed one NF training session, in which they tried to increase their sensorimotor rhythm (SMR, 12–15 Hz) over central brain areas. Forty-four participants received conventional 2D visual feedback (moving bars on a conventional computer screen) about real-time changes in SMR activity, while 45 participants received AR feedback (3D virtual flowers grew out of a real pot). The subjective user experience differed in several points between the groups. Participants from the AR group received a tendentially higher flow score, and the AR sham group perceived a tendentially higher feeling of flow than the 2D sham group. Further, participants from the AR group reported a higher technology usability, experienced a higher feeling of control, and perceived themselves as more successful than those from the 2D group. Psychological factors like this are crucial for NF training motivation and success. In the 2D group, participants reported more concern related to their performance, a tendentially higher technology anxiety, and also more physical discomfort. These results show the potential advantage of the use of AR-based feedback in NF applications over traditional feedback modalities. Full article
(This article belongs to the Special Issue Extended or Mixed Reality (AR + VR): Technology and Applications)
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13 pages, 2488 KB  
Article
A New Training Method for VR Sickness Reduction
by Ju-hye Won, Hae Chan Na and Yoon Sang Kim
Appl. Sci. 2024, 14(8), 3485; https://doi.org/10.3390/app14083485 - 20 Apr 2024
Cited by 5 | Viewed by 3823
Abstract
In this paper, we propose a training method to reduce the VR sickness that occurs while viewing VR content with an HMD on. The proposed approach is a new method that involves pre-exposing users to VR sickness to enable them to adapt to [...] Read more.
In this paper, we propose a training method to reduce the VR sickness that occurs while viewing VR content with an HMD on. The proposed approach is a new method that involves pre-exposing users to VR sickness to enable them to adapt to VR sickness. In the proposed method, the training process was designed based on the features of existing studies related to exposure and adaptation to motion sickness and simulator sickness. The effectiveness of the proposed method was evaluated through experiments with 15 subjects (SSQ and VR sickness response were used in the analysis). As a result of the experiment, nausea was significantly decreased by 47%, and oculomotor discomfort was significantly decreased by 34% after the proposed training method. The VR sickness response decreased by 31%; however, this difference was not statistically significant. Furthermore, we analyzed the VR sickness response in two groups: those whose sickness decreased and those whose sickness increased. We confirmed that the decrease group (pre-experiment mean: 1.34 times, post-experiment mean: 0.58 times) had a larger change than the increase group (pre-experiment mean: 0.31 times, post-experiment mean: 0.42 times). Therefore, from the experimental results, it was confirmed that the proposed method is effective in reducing VR sickness. Full article
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26 pages, 6137 KB  
Article
Impact of Latency on QoE, Performance, and Collaboration in Interactive Multi-User Virtual Reality
by Sam Van Damme, Javad Sameri, Susanna Schwarzmann, Qing Wei, Riccardo Trivisonno, Filip De Turck and Maria Torres Vega
Appl. Sci. 2024, 14(6), 2290; https://doi.org/10.3390/app14062290 - 8 Mar 2024
Cited by 19 | Viewed by 5948
Abstract
Interactive, multi-user experiences are meant to define the present and future of Virtual Reality (VR). Such immersive experiences will typically consist of remote collaborations where content is streamed and/or synchronized over a network connection. Thus, real-time collaboration will be key. In this light, [...] Read more.
Interactive, multi-user experiences are meant to define the present and future of Virtual Reality (VR). Such immersive experiences will typically consist of remote collaborations where content is streamed and/or synchronized over a network connection. Thus, real-time collaboration will be key. In this light, the responsiveness of the system and the network will define the overall experience. As such, understanding the effect of network distortions, especially related to time delay, on end-user’s perception (in terms of Quality-of-Experience (QoE)), performance, and collaboration becomes crucial. The existing literature, however, has mostly focused on network requirements from a system point-of-view, where the key performance parameters are only provided in the form of Quality-of-Service (QoS) parameters (such as end-to-end latency). However, the translation of these network impairments to the end-user experience is often omitted. The purpose of this paper is to fill the gap by providing a thorough investigation of the impact of latency on the perception of users while performing collaborative tasks in multi-user VR. To this end, an experimental framework was designed, developed, and tested. It is based on a multi-device synchronizing architecture, enabling two simultaneous users to work together in a gamified virtual environment. The developed test environment also allows for the identification of the most prominent network requirements and objective analysis for each traffic link. To experimentally investigate the impact of latency on user perception, a user study was conducted. Participants were paired and asked to perform the collaborative task under different latency-prone scenarios. The results show that users are able to easily distinguish between distorted and non-distorted network configurations. However, making a distinction between different manifestations of latency is much less straightforward. Moreover, factors such as the user’s role in the experience and the required task, and the level of interactivity and movement have an important influence on the subjective level of perception, the strength of the user’s preferences, and the occurrence of cybersickness. In contrast, no significant differences in objective metrics, such as system performance and user completion time were observed. These results can support the creation of collective QoE metrics that model the group as a whole rather than each individual separately. As such, this work provides an important step to dynamically counteract any drops in group dynamics and performance by means of smart interventions in the transmission system and/or virtual environment. Full article
(This article belongs to the Special Issue Virtual Reality and Human-Computer Interaction)
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32 pages, 3128 KB  
Article
Cybersickness in Virtual Reality: The Role of Individual Differences, Its Effects on Cognitive Functions and Motor Skills, and Intensity Differences during and after Immersion
by Panagiotis Kourtesis, Agapi Papadopoulou and Petros Roussos
Virtual Worlds 2024, 3(1), 62-93; https://doi.org/10.3390/virtualworlds3010004 - 2 Feb 2024
Cited by 31 | Viewed by 10157
Abstract
Background: Given that VR is used in multiple domains, understanding the effects of cybersickness on human cognition and motor skills and the factors contributing to cybersickness is becoming increasing important. This study aimed to explore the predictors of cybersickness and its interplay with [...] Read more.
Background: Given that VR is used in multiple domains, understanding the effects of cybersickness on human cognition and motor skills and the factors contributing to cybersickness is becoming increasing important. This study aimed to explore the predictors of cybersickness and its interplay with cognitive and motor skills. Methods: 30 participants, 20–45 years old, completed the MSSQ and the CSQ-VR, and were immersed in VR. During immersion, they were exposed to a roller coaster ride. Before and after the ride, participants responded to the CSQ-VR and performed VR-based cognitive and psychomotor tasks. After the VR session, participants completed the CSQ-VR again. Results: Motion sickness susceptibility, during adulthood, was the most prominent predictor of cybersickness. Pupil dilation emerged as a significant predictor of cybersickness. Experience with videogaming was a significant predictor of cybersickness and cognitive/motor functions. Cybersickness negatively affected visuospatial working memory and psychomotor skills. Overall the intensity of cybersickness’s nausea and vestibular symptoms significantly decreased after removing the VR headset. Conclusions: In order of importance, motion sickness susceptibility and gaming experience are significant predictors of cybersickness. Pupil dilation appears to be a cybersickness biomarker. Cybersickness affects visuospatial working memory and psychomotor skills. Concerning user experience, cybersickness and its effects on performance should be examined during and not after immersion. Full article
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15 pages, 1463 KB  
Article
Cybersickness in People with Multiple Sclerosis Exposed to Immersive Virtual Reality
by Massimiliano Pau, Federico Arippa, Bruno Leban, Micaela Porta, Giulia Casu, Jessica Frau, Lorena Lorefice, Giancarlo Coghe and Eleonora Cocco
Bioengineering 2024, 11(2), 115; https://doi.org/10.3390/bioengineering11020115 - 24 Jan 2024
Cited by 8 | Viewed by 2491
Abstract
Together with the wide range of possible benefits for the rehabilitation/training of people with multiple sclerosis (pwMS) and other neurologic conditions, exposure to immersive virtual reality (VR) has often been associated with unpleasant symptoms, such as transient dizziness, headache, nausea, disorientation and impaired [...] Read more.
Together with the wide range of possible benefits for the rehabilitation/training of people with multiple sclerosis (pwMS) and other neurologic conditions, exposure to immersive virtual reality (VR) has often been associated with unpleasant symptoms, such as transient dizziness, headache, nausea, disorientation and impaired postural control (i.e., cybersickness). Since these symptoms can significantly impact the safety and tolerability of the treatment, it appears important to correctly estimate their presence and magnitude. Given the existing data scarcity, this study aims to assess the existence and severity of possible adverse effects associated with exposure to immersive VR in a cohort of pwMS using both objective measurements of postural control effectiveness and subjective evaluations of perceived symptoms. To this aim, postural sway under upright quiet posture (in the presence and absence of visual input) of 56 pwMS with an Expanded Disability Status Scale score (EDSS) in the range of 0–6.5 (mean EDSS 2.3) and 33 unaffected individuals was measured before and after a 10-min immersive VR session and at 10 min follow-up on the basis of center of pressure (COP) trajectories. The severity of cybersickness symptoms associated with VR exposure was also self-rated by the participants using the Italian version of the Simulator Sickness Questionnaire (SSQ). Temporary impairments of postural control in terms of significantly increased sway area were observed after the VR session only in pwMS with mild–moderate disability (i.e., EDSS in the range of 2.5–6.5) in the presence of visual input. No changes were observed in pwMS with low disability (EDSS 0–2) and unaffected individuals. In contrast, when the visual input was removed, there was a decrease in sway area (pwMS with mild–moderate disability) and COP path length relating to the use of VR (pwMS with mild–moderate disability and unaffected individuals), thus suggesting a sort of “balance training effect”. Even in this case, the baseline values were restored at follow-up. All participants, regardless of their status, experienced significant post-VR side effects, especially in terms of blurred vision and nausea. Taken together, the findings of the present study suggest that a short immersive VR session negatively (eyes open) and positively (eyes closed) impacts the postural control of pwMS and causes significant disorientation. However, such effects are of limited duration. While it is reasonable to state that immersive VR is sufficiently safe and tolerable to not be contraindicated in the rehabilitation/training of pwMS, in order to reduce possible negative effects and maximize the efficacy, safety and comfort of the treatment, it appears necessary to develop specific guidelines that consider important factors like individual susceptibility, maximum exposure time according to the specific features of the simulation, posture to adopt and protocols to assess objective and perceived effects on participants. Full article
(This article belongs to the Special Issue Advances in Physical Therapy and Rehabilitation)
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20 pages, 30289 KB  
Article
Classification of Emotional and Immersive Outcomes in the Context of Virtual Reality Scene Interactions
by Yaşar Daşdemir
Diagnostics 2023, 13(22), 3437; https://doi.org/10.3390/diagnostics13223437 - 13 Nov 2023
Cited by 10 | Viewed by 2759
Abstract
The constantly evolving technological landscape of the Metaverse has introduced a significant concern: cybersickness (CS). There is growing academic interest in detecting and mitigating these adverse effects within virtual environments (VEs). However, the development of effective methodologies in this field has been hindered [...] Read more.
The constantly evolving technological landscape of the Metaverse has introduced a significant concern: cybersickness (CS). There is growing academic interest in detecting and mitigating these adverse effects within virtual environments (VEs). However, the development of effective methodologies in this field has been hindered by the lack of sufficient benchmark datasets. In pursuit of this objective, we meticulously compiled a comprehensive dataset by analyzing the impact of virtual reality (VR) environments on CS, immersion levels, and EEG-based emotion estimation. Our dataset encompasses both implicit and explicit measurements. Implicit measurements focus on brain signals, while explicit measurements are based on participant questionnaires. These measurements were used to collect data on the extent of cybersickness experienced by participants in VEs. Using statistical methods, we conducted a comparative analysis of CS levels in VEs tailored for specific tasks and their immersion factors. Our findings revealed statistically significant differences between VEs, highlighting crucial factors influencing participant engagement, engrossment, and immersion. Additionally, our study achieved a remarkable classification performance of 96.25% in distinguishing brain oscillations associated with VR scenes using the multi-instance learning method and 95.63% in predicting emotions within the valence-arousal space with four labels. The dataset presented in this study holds great promise for objectively evaluating CS in VR contexts, differentiating between VEs, and providing valuable insights for future research endeavors. Full article
(This article belongs to the Special Issue Classifications of Diseases Using Machine Learning Algorithms)
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27 pages, 2541 KB  
Systematic Review
Considering the Consequences of Cybersickness in Immersive Virtual Reality Rehabilitation: A Systematic Review and Meta-Analysis
by Xin Li, Ding-Bang Luh, Ruo-Hui Xu and Yi An
Appl. Sci. 2023, 13(8), 5159; https://doi.org/10.3390/app13085159 - 20 Apr 2023
Cited by 17 | Viewed by 5566
Abstract
VR rehabilitation is a rapidly evolving field, with increasing research and development aimed at improving its effectiveness, accessibility, and integration into mainstream healthcare systems. While there are some commercially available VR rehabilitation programs, their adoption and use in clinical practice are still limited. [...] Read more.
VR rehabilitation is a rapidly evolving field, with increasing research and development aimed at improving its effectiveness, accessibility, and integration into mainstream healthcare systems. While there are some commercially available VR rehabilitation programs, their adoption and use in clinical practice are still limited. One of the limitations is defined as cybersickness, which is dependent on human contact with virtual reality products. The purpose of this essay is to raise awareness of the associated elements that contribute to cybersickness in rehabilitation using immersive VR. The common factors that influence the amount of cybersickness are user characteristics and device software and hardware. The Simulator Sickness Questionnaire (SSQ) was used as one of the formal models for determining the variables related to virtual reality sickness. The systematic review of the literature and the meta-analysis were chosen by whether the Simulator Sickness Questionnaire in the articles matched the research criteria. Based on PRISMA guidelines, a systematic review of the literature was conducted. Twenty-six publications from the recent past were totaled, comprising 862 individuals with ages ranging from 19 to 95, and 49% were female. The highest overall SSQ mean score for different kinds of symptoms was determined to be 21.058 for brain injuries, with a 95% confidence interval (CI) of 15.357 to 26.760. Time, content, locomotion, control, and display types were other elements that contributed to cybersickness and had significant p-values in the SNK Q-test. The future direction of immersive VR rehabilitation involves the development of immersive and interactive environments that simulate real-world situations, providing patients with a safe and controlled environment in which to practice new skills and movements. Full article
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15 pages, 688 KB  
Perspective
Beyond Seasickness: A Motivated Call for a New Motion Sickness Standard across Motion Environments
by Jelte E. Bos, Cyriel Diels and Jan L. Souman
Vibration 2022, 5(4), 755-769; https://doi.org/10.3390/vibration5040044 - 2 Nov 2022
Cited by 20 | Viewed by 9316
Abstract
Motion sickness is known under several names in different domains, such as seasickness, carsickness, cybersickness, and simulator sickness. As we will argue, these can all be considered manifestations of one common underlying mechanism. In recent years, it has received renewed interest, largely due [...] Read more.
Motion sickness is known under several names in different domains, such as seasickness, carsickness, cybersickness, and simulator sickness. As we will argue, these can all be considered manifestations of one common underlying mechanism. In recent years, it has received renewed interest, largely due to the advent of automated vehicles and developments in virtual reality, in particular using head-mounted displays. Currently, the most widely accepted standard to predict motion sickness is ISO 2631-1 (1997), which is based on studies on seasickness and has limited applicability to these newer domains. Therefore, this paper argues for extending the ISO standard to cover all forms of motion sickness, to incorporate factors affecting motion sickness, and to consider various degrees of severity of motion sickness rather than just emesis. This requires a dedicated standard, separate from other effects of whole-body vibration as described in the current ISO 2631-1. To that end, we first provide a sketch of the historical origins of the ISO 2631-1 standard regarding motion sickness and discuss the evidence for a common mechanism underlying various forms of motion sickness. After discussing some methodological issues concerning the measurement of motion sickness, we outline the main knowledge gaps that require further research. Full article
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15 pages, 1555 KB  
Article
Temporal Development of Sense of Presence and Cybersickness during an Immersive VR Experience
by Sebastian Thorp, Alexander Sævild Ree and Simone Grassini
Multimodal Technol. Interact. 2022, 6(5), 31; https://doi.org/10.3390/mti6050031 - 22 Apr 2022
Cited by 18 | Viewed by 4335
Abstract
Following the advances in modern head-mounted displays, research exploring the human experience of virtual environments has seen a surge in interest. Researchers have examined how to promote individuals’ sense of presence, i.e., their experience of “being” in the VE, as well as to [...] Read more.
Following the advances in modern head-mounted displays, research exploring the human experience of virtual environments has seen a surge in interest. Researchers have examined how to promote individuals’ sense of presence, i.e., their experience of “being” in the VE, as well as to diminish the negative side effects of cybersickness. Studies investigating the relationship between sense of presence and cybersickness have reported heterogeneous results. Authors that found a positive relation have argued that the phenomena have shared cognitive underpinnings. However, recent literature has reported that positive associations can be explained by the confounding factor of immersion. The current study aims to investigate how cybersickness and sense of presence are associated and develop over time. During the experiment, participants were exposed to a virtual roller coaster and presented orally with questions aimed to quantify their perceived sense of presence and cybersickness. The results of the experiment indicate that cybersickness and sense of presence are both modulated by the time spent in the virtual setting. The utilized short measures for sense of presence and cybersickness were found to be reliable alternatives to multi-item questionnaires. Full article
(This article belongs to the Special Issue 3D Human–Computer Interaction (Volume II))
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15 pages, 706 KB  
Review
A Systematic Survey on Cybersickness in Virtual Environments
by Ananth N. Ramaseri Chandra, Fatima El Jamiy and Hassan Reza
Computers 2022, 11(4), 51; https://doi.org/10.3390/computers11040051 - 29 Mar 2022
Cited by 86 | Viewed by 9942
Abstract
Virtual reality (VR) is an emerging technology with a broad range of applications in training, entertainment, and business. To maximize the potentials of virtual reality as a medium, the unwelcome feeling of cybersickness needs to be minimized. Cybersickness is a type of simulation [...] Read more.
Virtual reality (VR) is an emerging technology with a broad range of applications in training, entertainment, and business. To maximize the potentials of virtual reality as a medium, the unwelcome feeling of cybersickness needs to be minimized. Cybersickness is a type of simulation sickness that is experienced in virtual reality. It is a significant challenge for the usability of virtual reality systems. Even with advancements in virtual reality, the usability concerns are barriers for a wide-spread acceptance. Several factors (hardware, software, human) play a part towards a pleasant virtual reality experience. In this paper, we review the potential factors which cause sickness and minimize the usability of virtual reality systems. The reviewed scientific articles are mostly part of documents indexed in digital libraries. We review the best practices from a developer’s perspective and some of the safety measures a user must follow while using the virtual reality systems from existing research. Even after following some of the guidelines and best practices virtual reality environments do not guarantee a pleasant experience for users. Limited research in virtual reality environments towards requirements specification, design, and development for maximum usability and adaptability was the main motive for this work. Full article
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26 pages, 5236 KB  
Article
Cybersickness and Its Severity Arising from Virtual Reality Content: A Comprehensive Study
by Heeseok Oh and Wookho Son
Sensors 2022, 22(4), 1314; https://doi.org/10.3390/s22041314 - 9 Feb 2022
Cited by 74 | Viewed by 8372
Abstract
Virtual reality (VR) experiences often elicit a negative effect, cybersickness, which results in nausea, disorientation, and visual discomfort. To quantitatively analyze the degree of cybersickness depending on various attributes of VR content (i.e., camera movement, field of view, path length, frame reference, and [...] Read more.
Virtual reality (VR) experiences often elicit a negative effect, cybersickness, which results in nausea, disorientation, and visual discomfort. To quantitatively analyze the degree of cybersickness depending on various attributes of VR content (i.e., camera movement, field of view, path length, frame reference, and controllability), we generated cybersickness reference (CYRE) content with 52 VR scenes that represent different content attributes. A protocol for cybersickness evaluation was designed to collect subjective opinions from 154 participants as reliably as possible in conjunction with objective data such as rendered VR scenes and biological signals. By investigating the data obtained through the experiment, the statistically significant relationships—the degree that the cybersickness varies with each isolated content factor—are separately identified. We showed that the cybersickness severity was highly correlated with six biological features reflecting brain activities (i.e., relative power spectral densities of Fp1 delta, Fp 1 beta, Fp2 delta, Fp2 gamma, T4 delta, and T4 beta waves) with a coefficient of determination greater than 0.9. Moreover, our experimental results show that individual characteristics (age and susceptibility) are also quantitatively associated with cybersickness level. Notably, the constructed dataset contains a number of labels (i.e., subjective cybersickness scores) that correspond to each VR scene. We used these labels to build cybersickness prediction models and obtain a reliable predictive performance. Hence, the proposed dataset is supposed to be widely applicable in general-purpose scenarios regarding cybersickness quantification. Full article
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18 pages, 1295 KB  
Review
The Advancement of Virtual Reality in Automotive Market Research: Challenges and Opportunities
by Alexandre Costa Henriques and Ingrid Winkler
Appl. Sci. 2021, 11(24), 11610; https://doi.org/10.3390/app112411610 - 7 Dec 2021
Cited by 23 | Viewed by 9656
Abstract
Virtual Reality (VR) can play a key role in automotive marketing research, lowering costs and shortening the time to launch a new product. However, few VR applications support automotive customers’ experiences during the early stages of product design. This study aims to identify [...] Read more.
Virtual Reality (VR) can play a key role in automotive marketing research, lowering costs and shortening the time to launch a new product. However, few VR applications support automotive customers’ experiences during the early stages of product design. This study aims to identify and characterize into attributes the challenges and opportunities for the application of Virtual Reality in car clinics through a systematic review of the literature and patents. We searched PatentScout, ScienceDirect, Springer, and IEEEXplore for studies published between the databases’ inception and July 2020. Of the 77,383 patents and 336,785 articles identified, 72 and 13 were eligible, respectively. We discovered that patents are strongly concentrated by a few inventors, that the United States has the most records, and that the most prevalent applications relate to devices for automatically reading responders’ emotions in virtual environments. The articles revealed sixteen categories of challenges and opportunities: cost, location to customers, flexibility in interactions, model transportation, depth perception, haptic perception, motion, movement perception/physical collision, color and texture, sound feedback, product interaction/manipulation, visual–spatial, graphic quality, intuitiveness, cybersecurity, and cybersickness. Virtual Reality may be used for automotive marketing research but key factors such as hardware and software specification, stimulus quality, and survey objectives must be considered. Full article
(This article belongs to the Section Computing and Artificial Intelligence)
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35 pages, 1408 KB  
Review
Application of Virtual Environments for Biophilic Design: A Critical Review
by Maryam Mollazadeh and Yimin Zhu
Buildings 2021, 11(4), 148; https://doi.org/10.3390/buildings11040148 - 2 Apr 2021
Cited by 58 | Viewed by 14467
Abstract
Biophilic design as a new design approach promotes the integration of natural elements into the built environment, leading to a significant impact on human health, well-being, and productivity. On the other hand, scholars have explored Virtual Environment (VE) to create virtual nature and [...] Read more.
Biophilic design as a new design approach promotes the integration of natural elements into the built environment, leading to a significant impact on human health, well-being, and productivity. On the other hand, scholars have explored Virtual Environment (VE) to create virtual nature and provide a complex experience of exposure to natural elements virtually. However, there is a lack of understanding about such studies in general, which use VE as a reliable tool to support biophilic design. Thus, the authors conducted a literature review on the applications, capabilities, and limitations of VE for biophilic design. The literature review shows that VE is capable of supporting critical features of biophilic design studies such as representing combinations of biophilic patterns, providing multimodal sensory inputs, simulating stress induction tasks, supporting required exposure time to observe biophilic patterns, and measuring human’s biological responses to natural environment. However, factors affecting user’s experience of a virtual biophilic environment exist, such as VE experience dimensions, user-related factors, cybersickness, navigational issues, and possible limitations of VE sensory input. Overall, biophilic design studies in VEs are still limited. Nevertheless, there are many opportunities for further research in this field. Full article
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