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Cyber sickness in low-immersive, semi-immersive, and fully immersive virtual reality
Virtual Reality ( IF 4.2 ) Pub Date : 2021-05-19 , DOI: 10.1007/s10055-021-00507-4
Sergo Martirosov 1 , Marek Bureš 1 , Tomáš Zítka 1
Affiliation  

It is known that virtual reality (VR) experience may cause cyber sickness. One aspect of VR is an immersion or otherwise sense of presence, the sense of feeling oneself in a virtual world. In this paper an experiment which was conducted in order to find the link between level of immersion and cyber sickness felt by participants is presented. Eighty-nine participants aged between 19 and 36 years have been equally divided into four groups with different level of VR immersion. The low-immersive group was represented by PC with monoscopic screen, the semi-immersive group was represented by CAVE with stereoscopic projector, the fully immersive group was represented by VR head-mounted display, and the last group was the control group without any kind of immersion. The task for the participants was to navigate through the maze for a specified amount of time (10 min). The Simulator Sickness Questionnaire was used as a subjective measure tool for cyber sickness level and Grooved Pegboard Test for assessing the fine dexterity, both before and after the experiment. Regarding the time spend in VR the fully immersive environment had the biggest problems as more than half of the participants had to stop before 10 min (p < 0.001). Concerning the cyber sickness, the significant increase in nausea score between pre-test and post-test scores has been observed in semi-immersive group (p = 0.0018) and fully immersive group (p < 0.0001). The increase in oculomotor score was smaller. The significant difference was noted only in fully immersive group (p = 0.0449). In spite of great nausea factor after the VR immersion the participants did not show a decrease of fine dexterity in any group (p < 0.001).



中文翻译:

低沉浸式、半沉浸式和完全沉浸式虚拟现实中的网络病

众所周知,虚拟现实 (VR) 体验可能会导致网络疾病。VR 的一个方面是沉浸感或存在感,即在虚拟世界中感受自己的感觉。在本文中,我们进行了一项实验,以发现沉浸程度与参与者感受到的网络疾病之间的联系。89 名年龄在 19 至 36 岁之间的参与者被平均分为四组,具有不同程度的 VR 沉浸感。低沉浸组以PC单视屏为代表,半沉浸组以CAVE立体投影机为代表,全沉浸组以VR头显为代表,最后一组为无任何种类的对照组的沉浸感。参与者的任务是在指定的时间(10 分钟)内穿过迷宫。Simulator Sickness Questionnaire 被用作网络疾病水平的主观测量工具,而 Grooved Pegboard Test 则用于评估实验前后的精细灵活性。关于在 VR 中花费的时间,完全沉浸式环境存在最大的问题,因为超过一半的参与者必须在 10 分钟之前停下来(p  < 0.001)。关于网络病,在半沉浸式组( p  = 0.0018)和完全沉浸式组(p  <0.0001)观察到前测和后测的恶心评分显着增加。动眼神经评分的增加较小。仅在完全沉浸式组中发现了显着差异(p  = 0.0449)。尽管 VR 沉浸后有很大的恶心因素,但参与者在任何组中都没有表现出精细灵活性的下降 ( p  < 0.001)。

更新日期:2021-05-19
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