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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.more » « lessFree, publicly-accessible full text available December 1, 2025
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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.more » « less
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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.more » « less
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Virtual environments (VEs) can be infinitely large, but movement of the virtual reality (VR) user is constrained by the surrounding real environment. Teleporting has become a popular locomotion interface to allow complete exploration of the VE. To teleport, the user selects the intended position (and sometimes orientation) before being instantly transported to that location. However, locomotion interfaces such as teleporting can cause disorientation. This experiment explored whether practice and feedback when using the teleporting interface can reduce disorientation. VR headset owners participated remotely. On each trial of a triangle completion task, the participant traveled along two path legs through a VE before attempting to point to the path origin. Travel was completed with one of two teleporting interfaces that differed in the availability of rotational self-motion cues. Participants in the feedback condition received feedback about their pointing accuracy. For both teleporting interfaces tested, feedback caused significant improvement in pointing performance, and practice alone caused only marginal improvement. These results suggest that disorientation in VR can be reduced through feedback-based training.more » « less
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Virtual reality users are susceptible to disorientation, particularly when using locomotion interfaces that lack self-motion cues. Environmental cues, such as boundaries defined by walls or a fence, provide information to help the user remain oriented. This experiment evaluated whether the type of boundary impacts its usefulness for staying oriented. Participants wore a head-mounted display and performed a triangle completion task in virtual reality by traveling two outbound path segments before attempting to point to the path origin. The task was completed with two teleporting interfaces differing in the availability of rotational self-motion cues, and within five virtual environments differing in the availability and type of boundaries. Pointing errors were highest in an open field without environmental cues, and lowest in a classroom with walls and landmarks. Environments with a single square boundary defined by a fence, drop-off, or floor texture discontinuity led to errors in between the open field and the classroom. Performance with the floor texture discontinuity was similar to that with navigational barriers (i.e., fence and drop-off), indicating that an effective barrier need not be a navigational impediment. These results inform spatial cognitive theory about boundary-based navigation and inform application by specifying the types of environmental and self-motion cues that designers of virtual environments should include to reduce disorientation in virtual reality.more » « less
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Stephanidis, Constantine; Antona, Margherita; Ntoa, Stavroula (Ed.)There are several barriers to research translation from academia to the broader HCI/UX community and specifically for the design of virtual reality applications. Because of the inaccessibility of evidence-based VR research to industry practitioners, freely-available blog-style media on platforms like Medium, where there is no moderation, is more available, leading to the spread of misinformation. The Design of Virtual Environments (DOVE) website, attempts to address this challenge by offering peer reviewed unbiased VR research, translating it for the layperson, and opening it up to contribution, synthesis and discussion through forums. This paper describes the initial user centered design process for the DOVE website through informal expert interviews, competitive analysis and heuristic review to redesign the site navigation, translation content, and incentivized forms for submission of research. When completed, the DOVE website will aid the translation of AR/VR research to practice.more » « less
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null (Ed.)The proliferation of locomotion interfaces for virtual reality necessitates a framework for predicting and evaluating navigational success. Spatial updating-the process of mentally updating one's self-location during locomotion-is a core component of navigation, is easy to measure, and is sensitive to common elements of locomotion interfaces. This paper highlights three factors that influence spatial updating: body-based self-motion cues, environmental cues, and characteristics of the individual. The concordance framework, which characterizes locomotion interfaces based on agreement between body movement and movement through the environment, serves as a useful starting point for understanding the effectiveness of locomotion interfaces for enabling accurate navigation.more » « less
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