The uptake of new interface technologies, such as the Oculus Rift have generated renewed interest in virtual reality especially for private entertainment use. However, long standing issues with unwanted side effects, such as nausea from cybersickness, continue to impact on the general use of devices such as head mounted displays. This in turn has slowed the uptake of more immersive interfaces for computer gaming and indeed more serious applications in training and health. In this paper we report a systematic review in the area of cybersickness with a focus on measuring the diverse symptoms experienced. Indeed the related conditions of simulator sickness and motion sickness have previously been well studied and yet many of the issues are unresolved. Here we report on these issues along with a number of measures, both subjective and objective in nature, using either questionnaires or psychophysiological measures that have been used to study cybersickness. We also report on the factors, individual, device related and task dependent that impact on the condition. We conclude that there remains a need to develop more cost-effective and objective physiological measures of both the impact of cybersickness and a person's susceptibility to the condition.
Evidence from studies of provocative motion indicates that motion sickness is tightly linked to the disturbances of thermoregulation. The major aim of the current study was to determine whether provocative visual stimuli (immersion into the virtual reality simulating rides on a rollercoaster) affect skin temperature that reflects thermoregulatory cutaneous responses, and to test whether such stimuli alter cognitive functions. In 26 healthy young volunteers wearing head-mounted display (Oculus Rift), simulated rides consistently provoked vection and nausea, with a significant difference between the two versions of simulation software (Parrot Coaster and Helix). Basal finger temperature had bimodal distribution, with low-temperature group (n=8) having values of 23-29 °C, and high-temperature group (n=18) having values of 32-36 °C. Effects of cybersickness on finger temperature depended on the basal level of this variable: in subjects from former group it raised by 3-4 °C, while in most subjects from the latter group it either did not change or transiently reduced by 1.5-2 °C. There was no correlation between the magnitude of changes in the finger temperature and nausea score at the end of simulated ride. Provocative visual stimulation caused prolongation of simple reaction time by 20-50 ms; this increase closely correlated with the subjective rating of nausea. Lastly, in subjects who experienced pronounced nausea, heart rate was elevated. We conclude that cybersickness is associated with changes in cutaneous thermoregulatory vascular tone; this further supports the idea of a tight link between motion sickness and thermoregulation. Cybersickness-induced prolongation of reaction time raises obvious concerns regarding the safety of this technology.
We provoked cybersickness in participants by immersing them in one of two virtual roller coaster rides using a head-mounted display. As simulation technology is often used in training, our main intention was to examine the effect of the experience on their cognitive function. Participant reaction times before and after the experience were measured by averaging their response time to a visual stimulus over a number of trials. We measured a significant reduction in response time before and after the virtual experience. We also examined the changing state of nausea experienced by participants using some simple nausea measures. These included a repeated nausea rating recorded by participants at two-minute intervals. At the completion of the experience, we averaged these ratings to create a standard nausea score. As participants could decide to stop the experience at any time, we also recorded the voluntary duration of the experience. We correlated our measures with two traditional simulator sickness measures, namely the Motion Sickness Susceptibility Questionnaire (MSSQ) and Motion Sickness Assessment Questionnaire (MSAQ). The standard nausea score provided a simple measure of nausea that could be collected at regular intervals with minimal interference to the immersive experience, and was significantly correlated with both the MSSQ and MSAQ scores.
Cybersickness provoked by head-mounted display affects cutaneous vascular tone, heart rate and reaction time.
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