Two issues are increasingly of interest in the scientific literature regarding unwanted virtual reality (VR) induced side effects: (1) whether the latent structure of the Simulator Sickness Questionnaire (SSQ) is comprised of two or three factors, and (2) if the SSQ measures symptoms of anxiety that can be misattributed to unwanted negative side effects induced by immersions in VR. Study 1 was conducted with a sample of 876 participants. A confirmatory factor analysis clearly supported a two-factor model composed of nausea and oculomotor symptoms instead of the 3-factor structure observed in simulators. To tease-out symptoms of anxiety from unwanted negative side effects induced by immersions in VR, Study 2 was conducted with 88 participants who were administered the Trier Stress Social Test in groups without being immersed in VR. A Spearman correlation showed that 11 out of 16 side effects correlated significantly with anxiety. A factor analysis revealed that items measuring general discomfort, difficulty concentrating, sweating, nausea, and vertigo loaded significantly on the anxiety factor comprised of items from the State-Trait Anxiety Inventory. Finally, a multiple regression indicated that the items measuring general discomfort and difficulty concentrating significantly predicted increases in anxiety. The overall results support the notion that side effects associated with immersions in VR consist mostly of a nausea and an oculomotor latent structure and that a few items are confounding anxiety and cybersickness. The data support the suggestion to revise the scoring procedures of the Simulator Sickness Questionnaire when using this instrument with immersions in VR.
This study investigates the effect of acute social stress on the recognition of facial expression of emotions in healthy young men. Participants underwent both a standardized psychosocial laboratory stressor (TSST-G) and a control condition. Then, they performed a homemade version of the facial expressions megamix. All six basic emotions were included in the task. First, our results show a systematic increase in the intensity threshold for disgust following stress, meaning that the participants’ performance with this emotion was impaired. We suggest that this may reflect an adaptive coping mechanism where participants attempt to decrease their anxiety and protect themselves from a socio-evaluative threat. Second, our results show a systematic decrease in the intensity threshold for surprise, therefore positively affecting the participants’ performance with that emotion. We suggest that the enhanced perception of surprise following the induction of social stress may be interpreted as an evolutionary adaptation, wherein being in a stressful environment increases the benefits of monitoring signals indicating the presence of a novel or threatening event. An alternative explanation may derive from the opposite nature of the facial expressions of disgust and surprise; the decreased recognition of disgust could therefore have fostered the propensity to perceive surprise.
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