2020
DOI: 10.31234/osf.io/uv9sd
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Evaluating the Efficacy of Multi-Sensory Stimulations on Simulator Sickness and Sense of Presence during HMD-mediated VR Experience

Abstract: Virtual reality (VR) is currently being used for a wide range of applications. However, a sense of discomfort during VR experiences (commonly referred to as simulator sickness), is an obstacle for acceptance of the technology outside the niche of tech enthusiasts. Some lines of evidence have shown that sensory input, especially related to vestibular stimulation, may reduce the symptoms related to simulator sickness and increase the sense of presence. This investigation aims at understanding how mechanical vibr… Show more

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Cited by 4 publications
(5 citation statements)
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“…In this experiment, we aim to explore and determine the suitable settings of different ambient color environments, which is the premise for their usage in the follow-up taste perception study. As mentioned in Section 2.4, color in VR environments may cause visually induced motion sickness (VIMS) (Bonato et al, 2004;So and Yuen, 2007;Gusev et al, 2018;Grassini et al, 2021). Directly adapting the colors from former color-taste studies in physical settings to the ambient color in virtual TABLE 1 (Continued) A summary of related work about taste and the immersive environments with the used stimuli.…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“…In this experiment, we aim to explore and determine the suitable settings of different ambient color environments, which is the premise for their usage in the follow-up taste perception study. As mentioned in Section 2.4, color in VR environments may cause visually induced motion sickness (VIMS) (Bonato et al, 2004;So and Yuen, 2007;Gusev et al, 2018;Grassini et al, 2021). Directly adapting the colors from former color-taste studies in physical settings to the ambient color in virtual TABLE 1 (Continued) A summary of related work about taste and the immersive environments with the used stimuli.…”
Section: Discussionmentioning
confidence: 99%
“…is the main research question explored in Experiment 1. Previous work revealed two potential problems that color studies in VR environments may suffer: 1) participants may experience visually induced motion sickness (VIMS) due to the unpleasant colors (Bonato et al, 2004;So and Yuen, 2007;Gusev et al, 2018;Grassini et al, 2021); and 2) there may be a recognition deviation between the color of the ambient light presented through the VR HMD and the color perceived in the physical setting. Based on these, we conducted Experiment 1 to evaluate the impact of these issues and set up the ambient light conditions to be suitable for color-taste studies.…”
Section: Introductionmentioning
confidence: 99%
“…Human psychophysiology was shown to be a promising way to assess, and eventually better understand the human-VR interactions and it may contribute to the development of hardware, modality of presentation of the virtual stimuli, or algorithms able to reduce the side effects of the VR experience (as recently attempted in, e.g. [90], [91]). Electroencephalography and especially eye tracking (for its non-invasive nature), have shown to be promising methods to improve human experience in VR.…”
Section: Discussionmentioning
confidence: 99%
“…Being an immersive horror‐themed videogame, the VR used in Terkildsen and Makransky (2019) may have induced a reasonably high level of fear. The feeling of fear and threat has been studied in relationship with early and automatic attentional processes (see e.g., Grassini et al., 2019a, 2021b), and it is possible that a state of visually induced fear may promote different attentional processes in other sensory modalities (early auditory attention in the case of Terkildsen & Makransky, 2019). The activation of earlier attentional processes may then deplete the attentional resources for later (consciously controlled) attentional processes (mirrored in the brain activity in SWs).…”
Section: Discussionmentioning
confidence: 99%
“…The ride is part of the selection of rides available in a customer‐oriented videogame (“Epic Roller Coaster” B4T games). Such type of VR was chosen for the ability to induce, even after short use, a high sense of presence as previously shown (see e.g., Grassini et al., 2021a; Grassini et al., 2021b). The virtual ride was set in a fictitious tropic island environment.…”
Section: Methodsmentioning
confidence: 99%