Cybersickness still poses a significant challenge to the widespread usage of virtual reality, leading to different levels of discomfort and potentially breaking the immersive experience. Researchers have attempted to discover the possible fundamental causes of cybersickness for years. Despite the longstanding interest in the research field, inconsistent results have been drawn on the contributing factors and solutions to combating cybersickness. Moreover, little attention has been paid to individual susceptibility. A consolidated explanation remains under development, requiring more empirical studies with robust and reproducible methodologies. This review presents an integrated survey connecting the findings from previous review papers and the state of the art involving empirical studies and participants. A literature review is then presented, focusing on the practical studies of different contributing factors, the pros and cons of measurements, profiles of cybersickness, and solutions to reduce this phenomenon. Our findings suggest a lack of considerations regarding user susceptibility and gender balance in between groups studies. In addition, incongruities among empirical findings raised concerns. We conclude by suggesting points of insights for future empirical investigations.
Cybersickness induced through Virtual Reality (VR) applications is still one of its main barriers as it can induce unwanted sideeffects in players, significantly hindering the overall experience. Despite the wealth of research available on this topic, it is still an unsolved problem. Although previous studies have explored methods of cybersickness mitigation in addition to correlating physiological factors, there has been little research on the potential correlation of eye behavior and cybersickness. Thanks to advances in eye-tracking technology within HMDs, detecting eye behavior has become a much easier process. This paper explores the differences of pupil position and blink rate in relation to cybersickness intensity. The latter is measured through the standard and a customized version of the Simulator Sickness Questionnaire (SSQ). A total of 34 participant data was collected from two separate playing sessions of a VR maze game, where each session presented a unique control scheme.
Cybersickness continues to be one of the main barriers for mainstream adoption of Virtual Reality (VR). Despite the wealth of research available on this topic, it is still an unsolved problem. This paper explores the potential influence of cybersickness over the course of a VR experience on player Blink-Rate. This investigation was conducted on the same VR task with two diverging control schemes with a low or high risk of inducing cybersickness. A total of 34 participant data was collected from two separate playing sessions. Although no significant differences were observed, sick individuals showed to have a higher blink-rate frequency over the course of the VR experience while non-sick individuals presented a more stable blink-rate frequency.
Cybersickness is still an inevitable adverse effect when using VR systems, resulting in different levels of discomfort, and potentially breaking the immersive experience. To date, few studies have focused on exploring VR experience in the supine posture. Recent research indicated that simple adoption of VR game initially designed for a seated posture (by rotating 90 degrees) could lead to more severe cybersickness, even to experienced users. Following the insights from previous literature and the widely-accepted sensory conflict theory, we proposed an assumption that might explain such a phenomenon. The hypothesis is that when the perceived virtual coordinate system contradicts the received real-world coordinate through our vestibular system, the conflict appears, which can lead to a sense of discomfort. Hence, the primary goal of the study is to evaluate whether such conflict has an impact on cybersickness. Furthermore, we explored methods of mitigating this conflict through different game designs so as to improve the experience for the supine posture. The final results show that the design that aligned with the real vertical axis is effective in mitigating cybersickness, especially for games that present an acceleration sensation.
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