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Creators/Authors contains: "Dorneich, Michael C."

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  1. Cybersickness – discomfort caused by virtual reality (VR) – remains a significant problem that negatively affects the user experience. Research on individual differences in cybersickness has typically focused on overall sickness intensity, but a detailed understanding should include whether individuals differ in the relative intensity of cybersickness symptoms. This study used latent profile analysis (LPA) to explore whether there exist groups of individuals who experience common patterns of cybersickness symptoms. Participants played a VR game for up to 20 min. LPA indicated three groups with low, medium, and high overall cybersickness. Further, there were similarities and differences in relative patterns of nausea, disorientation, and oculomotor symptoms between groups. Disorientation was lower than nausea and oculomotor symptoms for all three groups. Nausea and oculomotor were experienced at similar levels within the high and low sickness groups, but the medium sickness group experienced more nausea than oculomotor. Characteristics of group members varied across groups, including gender, virtual reality experience, video game experience, and history of motion sickness. These findings identify distinct individual experiences in symptomology that go beyond overall sickness intensity, which could enable future interventions that target certain groups of individuals and specific symptoms. 
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    Free, publicly-accessible full text available December 1, 2025
  2. Cybersickness, or sickness induced by virtual reality (VR), negatively impacts the enjoyment and adoption of the technology. One method that has been used to reduce sickness is repeated exposure to VR, herein Cybersickness Abatement from Repeated Exposure (CARE). However, high sickness levels during repeated exposure may discourage some users from returning. Field of view (FOV) restriction reduces cybersickness by minimizing visual motion in the periphery, but also negatively affects the user's visual experience. This study explored whether CARE that occurs with FOV restriction generalizes to a full FOV experience. Participants played a VR game for up to 20 minutes. Those in the Repeated Exposure Condition played the same VR game on four separate days, experiencing FOV restriction during the first three days and no FOV restriction on the fourth day. Results indicated significant CARE with FOV restriction (Days 1-3). Further, cybersickness on Day 4, without FOV restriction, was significantly lower than that of participants in the Single Exposure Condition, who experienced the game without FOV restriction only on one day. The current findings show that significant CARE can occur while experiencing minimal cybersickness. Results are considered in the context of multiple theoretical explanations for CARE, including sensory rearrangement, adaptation, habituation, and postural control. 
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  3. Multiple tools are available to reduce cybersickness (sickness caused by virtual reality), but past research has not investigated the combined effects of multiple mitigation tools. Field of view (FOV) restriction limits peripheral vision during self-motion, and ample evidence supports its effectiveness for reducing cybersickness. Snap turning involves discrete rotations of the user's perspective without presenting intermediate views, although reports on its effectiveness at reducing cybersickness are limited and equivocal. Both mitigation tools reduce the visual motion that can cause cybersickness. The current study (N = 201) investigated the individual and combined effects of FOV restriction and snap turning on cybersickness when playing a consumer virtual reality game. FOV restriction and snap turning in isolation reduced cybersickness compared to a control condition without mitigation tools. Yet, the combination of FOV restriction and snap turning did not further reduce cybersickness beyond the individual tools in isolation, and in some cases the combination of tools led to cybersickness similar to that in the no mitigation control. These results indicate that caution is warranted when combining multiple cybersickness mitigation tools, which can interact in unexpected ways. 
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  4. Teamwork assessment requires research environments that replicate the task complexity and induce challenges and uncertainty. Gamified environments are gaining attention as suitable environments for teamwork assessment, where teaming behaviors can be quantified. However, further research is needed to establish the relationship between gaming mechanics and teaming competencies. This work aims to assess the consistency of video games in inducing teaming behaviors. Five video games were analyzed through coding behaviors and cooperative features from gameplay streams. Results show that the selected games induce similar behavioral profiles of percentages of teaming competencies. These games have similar design characteristics, including performance environments and game loops. Design suggestions reflect potential associations between the analyzed game mechanics and the resulting behavioral profiles. The resulting teamwork profiles can be targeted through the simulation cooperative genre, therefore providing a design tool for teamwork testbed designers to induce teamwork distributions of interest. 
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  5. Abstract The majority of food in the US is distributed through global/national supply chains that exclude locally-produced goods. This situation offers opportunities to increase local food production and consumption and is influenced by constraints that limit the scale of these activities. We conducted a study to assess perspectives of producers and consumers engaged in food systems of a major Midwestern city. We examined producers’ willingness to include/increase cultivation of local foods and consumers’ interest in purchasing/increasing local foods. We used focus groups of producers (two groups of conventional farmers, four local food producers) and consumers (three conventional market participants, two locavores) to pose questions about production/consumption of local foods. We transcribed discussions verbatim and examined text to identify themes, using separate affinity diagrams for producers and consumers. We found producers and consumers are influenced by thestatus quoand real and perceived barriers to local foods. We also learned participants believed increasing production and consumption of local foods would benefit their community and creating better infrastructure could enhance efforts to scale up local food systems. Focus group participants also indicated support from external champions/programs could support expansion of local foods. We learned that diversifying local food production was viewed as a way to support local community, increase access to healthy foods and reduce environmental impacts of conventional production. Our research indicates that encouraging producers and consumers in local food systems will be more successful when support for the local community is emphasized. 
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  6. null (Ed.)