Growing social and economic inequalities in the UnitedA central focus of family scholarship is the role that family plays in aspects of inequality. Across
This study explored the impact of task workload on virtual reality (VR) cybersickness. Cybersickness is a negative side effect of using VR to which many users are susceptible. Previous research on the impact on task workload on cybersickness has yielded no consistent relationships, but given that task workload requires attentional resources, it is worth further investigation of how a demand on attention might increase or decrease cybersickness. In this study, mental workload of participants (N = 151) was modified in three different task groups within the same virtual environment (VE). The Cybersickness Corn Maze VR testbed contained cybersickness-inducing stimuli and tasks with varying workload. The 0-Back group used a controller to select an object as a visual attention task. The 2-Back group performed the 2-Back memory detection task, using a controller to collect objects that matched the object presented two objects ago. The No-Task group passively moved through the environment and was not given a controller. Workload, cybersickness, dropout rate, presence, and task accuracy were compared across groups. Workload was found to be statistically significantly different in each group: highest in the 2-Back group, medium in the 0-Back group, and lowest in the No-Task group, validating the task design. Cybersickness in the 2-Back group was significantly higher than in the No-Task (140% higher) and 0-Back (54% higher) groups measured by the change in simulator sickness questionnaire (SSQ) total severity (Post SSQ - Pre SSQ). The rate of participants’ dropout due to cybersickness was significantly higher in 2-back (33%) as compared with 0-Back (10%), but 0-Back and No-Task dropout rates were not significantly different. These results indicate that 1) task workload affects cybersickness and 2) its effect could be based on a threshold of workload. Presence increased with the addition of a task but plateaued between the 0-Back and 2-Back groups, suggesting that presence can be affected by task workload but only to a certain extent. Task accuracy was shown to negatively correlate with cybersickness within the task groups. A relationship between workload and cybersickness was found and warrants further research into these concepts. This work highlights the need for task workload and attention to be studied as components of the mechanisms underlying cybersickness.
Virtual reality (VR) usage continues to grow, but visually induced motion sickness (VIMS) can decrease VR effectiveness for some users. This study seeks to compare methods of VIMS mitigation and explore sickness among gender and video game experience groups. Participant discomfort and early dropout are problems for studies that involve virtual environment (VE) exposure, but previous research has demonstrated that natural decay and physical, real-world hand-eye coordination tasks can serve as effective mitigation strategies. In this study, 57 participants wore a head-mounted display (HMD) and navigated a maze VE designed to induce cybersickness. Participants then experienced one of four mitigation techniques: real natural decay (HMD off), virtual natural decay (HMD on with idyllic VE and no locomotion), real hand-eye coordination task (HMD off), and virtual hand-eye coordination task (HMD on). Simulator Sickness Questionnaire (SSQ) measures were taken periodically throughout maze and mitigation tasks. Results demonstrated that peak sickness during the maze VE occurred after approximately 10 min. Analyses of mitigation techniques showed that real natural decay resulted in significantly more sickness recovery when compared with the virtual hand-eye coordination task for SSQ total score, nausea, and oculomotor constructs, but not disorientation. The real natural decay technique was the most effective at bringing participants' final sickness measure back to their initial baseline measure; however, other mitigation techniques yielded effectiveness, but at a lower rate. This study extends previous research about hand-eye mitigation approaches by demonstrating that natural decay and hand-eye tasks in a virtual and real-world setting were effective in reducing VIMS. Real-world natural decay was the most effective at mitigating VIMS, and the virtual hand-eye task was not as effective as the other three tasks. Women experienced more VIMS than men did but also recovered than men did during mitigation. Video gamers experienced less VIMS than non-gamers. These findings bolster extant knowledge about VIMS mitigation techniques and can inform future development of virtual mitigation techniques.
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