2019
DOI: 10.1109/access.2019.2940073
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Beyond Feeling Sick: The Visual and Cognitive Aftereffects of Virtual Reality

Abstract: Despite continued improvements in virtual reality (VR) technologies, many people still experience adverse symptoms from using head-mounted displays (HMDs). Typically, these symptoms are monitored through self-report measures, such as the Simulator Sickness Questionnaire (SSQ); however, by only using subjective measures many symptoms may be overlooked. In an application-based study, we investigated visual and cognitive aftereffects of using HMDs and their relationship to the reporting of sickness on the SSQ. Vi… Show more

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Cited by 70 publications
(50 citation statements)
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“…The results of Experiment 2 suggest that if an individual's IPD can be properly fit to the VR headset, gender differences in cybersickness are not expected (see Table 8 and Figure 3 -Top). Cybersickness is still expected, as was experienced in Experiment 2 (see AE1 in Table 8 ) due to visual-vestibular mismatches (Reason and Brand, 1975 ; Oman, 1998 ) and vergence-accommodation conflict (Szpak et al, 2019 ). Specifically, if designers create content with a great deal of vection (Webb and Griffin, 2003 ) associated with high levels of visual-vestibular mismatches and/or content with a large conflict between vergence and focal distances (Hoffman et al, 2008 ), these conflicts are expected to precipitate sickness (see Figure 4 ).…”
Section: Discussionmentioning
confidence: 69%
“…The results of Experiment 2 suggest that if an individual's IPD can be properly fit to the VR headset, gender differences in cybersickness are not expected (see Table 8 and Figure 3 -Top). Cybersickness is still expected, as was experienced in Experiment 2 (see AE1 in Table 8 ) due to visual-vestibular mismatches (Reason and Brand, 1975 ; Oman, 1998 ) and vergence-accommodation conflict (Szpak et al, 2019 ). Specifically, if designers create content with a great deal of vection (Webb and Griffin, 2003 ) associated with high levels of visual-vestibular mismatches and/or content with a large conflict between vergence and focal distances (Hoffman et al, 2008 ), these conflicts are expected to precipitate sickness (see Figure 4 ).…”
Section: Discussionmentioning
confidence: 69%
“…Motion sickness , or VR sickness, has plagued VR since its early days. While the VR industry has seen a surge in accessibility, greater reliability, and lower prices even for casual consumers, many users are still affected by symptoms of VR sickness [ 13 - 15 ]. High levels of VR sickness symptoms such as nausea, disorientation, and visual disturbances have been estimated to result in an average dropout rate of 15.6% [ 14 ].…”
Section: Introductionmentioning
confidence: 99%
“…VR sickness has been shown to decrease or break presence [ 10 , 11 ], impact motivation and enjoyment [ 9 , 16 ], and influence task performance [ 17 - 19 ]. Apart from the commonly assessed self-reported symptoms, depth perception and cognition may also be affected when users experience VR sickness [ 15 , 20 , 21 ]; however, little is known about these aftereffects. Considering the potential benefits of serious VR gaming, it is crucial to better understand the adverse effects that limit its potential and continued uptake.…”
Section: Introductionmentioning
confidence: 99%
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