2021
DOI: 10.1007/s10055-021-00507-4
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Cyber sickness in low-immersive, semi-immersive, and fully immersive virtual reality

Abstract: It is known that virtual reality (VR) experience may cause cyber sickness. One aspect of VR is an immersion or otherwise sense of presence, the sense of feeling oneself in a virtual world. In this paper an experiment which was conducted in order to find the link between level of immersion and cyber sickness felt by participants is presented. Eighty-nine participants aged between 19 and 36 years have been equally divided into four groups with different level of VR immersion. The low-immersive group was represen… Show more

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Cited by 105 publications
(54 citation statements)
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“…On the other hand, cybersickness is a known problem of VR experience, but it received insufficient concern ( Martirosov et al, 2021 ). Only two studies concerning our research questions investigated the conditions of cybersickness ( Liszio and Masuch, 2019 ; Mostajeran et al, 2021 ), but no method was adopted to avoid this issue, and the effects of cybersickness were not investigated either.…”
Section: Limitations Of Virtual Naturementioning
confidence: 99%
“…On the other hand, cybersickness is a known problem of VR experience, but it received insufficient concern ( Martirosov et al, 2021 ). Only two studies concerning our research questions investigated the conditions of cybersickness ( Liszio and Masuch, 2019 ; Mostajeran et al, 2021 ), but no method was adopted to avoid this issue, and the effects of cybersickness were not investigated either.…”
Section: Limitations Of Virtual Naturementioning
confidence: 99%
“…These side effects, generally known as cybersickness, can have a negative impact on the user’s well-being due to the discomfort they cause (Rebenitsch and Owen 2016 ). According to the empirical evidence, 60–95% of the people who are exposed to VR environments through HMDs experience some level of cybersickness, with approximately 5–13% ending their exposure prematurely due to the intensity of symptoms (Caserman et al 2021 ; Sharples et al 2008 ; Stanney et al 2020 ), and in some cases with rates of abandonment of more than 50% (Dennison et al 2016 ; Martirosov et al 2021 ).…”
Section: Introductionmentioning
confidence: 99%
“…Regarding the moment of their first appearance, some VR studies with HMDs indicate that users begin to experience them after 10–15 min of exposure (Caserman et al 2021 ). However, the literature shows that this time can vary, as in the cases of Dennison et al ( 2016 ) and Martirosov et al ( 2021 ) where half of the participants using HMDs had to abandon the VR immersion before 10 min due to the symptoms of cybersickness. Additionally, Keshavarz and Hecht ( 2011 ) measured cybersickness at constant one-minute intervals and found a positive relationship between VR exposure time and the intensity of cybersickness, which increased from the first minutes of VR use.…”
Section: Introductionmentioning
confidence: 99%
“…Low-immersive VR is desktop-based, while semi-immersive VR provides a partial virtual environment through graphical computing and large projector systems. Fully immersive VR requires the use of head-mounted devices [41]. Different VR technologies are utilized in various fields including entertainment, tourism, manufacturing, e-commerce, configuration, medicine, and education.…”
Section: Theoretical Backgroundmentioning
confidence: 99%