2022
DOI: 10.3389/frvir.2022.943409
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The impact of task workload on cybersickness

Abstract: This study explored the impact of task workload on virtual reality (VR) cybersickness. Cybersickness is a negative side effect of using VR to which many users are susceptible. Previous research on the impact on task workload on cybersickness has yielded no consistent relationships, but given that task workload requires attentional resources, it is worth further investigation of how a demand on attention might increase or decrease cybersickness. In this study, mental workload of participants (N = 151) was modif… Show more

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Cited by 30 publications
(16 citation statements)
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“…With a smaller pool of participants, the intensity and duration of sessions may run longer than usual, creating fatigue and disinterest from participants. A patient may experience cybersickness due to a particular task or length of the assignment creating another limitation [15]. Furthermore, using VR to diagnose asymptomatic patients may deduce inconclusive data due to a lack of sensitivity to the task.…”
Section: Limitationsmentioning
confidence: 99%
“…With a smaller pool of participants, the intensity and duration of sessions may run longer than usual, creating fatigue and disinterest from participants. A patient may experience cybersickness due to a particular task or length of the assignment creating another limitation [15]. Furthermore, using VR to diagnose asymptomatic patients may deduce inconclusive data due to a lack of sensitivity to the task.…”
Section: Limitationsmentioning
confidence: 99%
“…The factors influencing cybersickness are a primary topic of research, and include aspects of the VR stimulus and the individual. Examples of stimulus-based factors that affect sickness include the content (e.g., games, 3D videos [38]), the locomotion interface (e.g., joystick, teleporting [6,8,27,51]), exposure duration [45], and task workload [40]. Examples of individual factors include prior VR experience [10,19,28], motion sickness history [10,25,45], and gender 1 [10,28,45].…”
Section: Introductionmentioning
confidence: 99%
“…Despite this great potential, many VR users will experience cybersickness: a collection of maladies that commonly includes nausea, sweating, dizziness, headache, and eyestrain [3]. Cybersickness can occur quickly and can affect a large percentage of users [10], depending on application details [8]. Such a high incidence rate will limit access to the benefits of VR, particularly for those who are most susceptible to cybersickness.…”
Section: Introductionmentioning
confidence: 99%