2013 3DTV Vision Beyond Depth (3dtv-Con) 2013
DOI: 10.1109/3dtv.2013.6676647
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The influence of the visualization task on the simulator sickness symptoms - A comparative SSQ study on 3DTV and 3D immersive glasses

Abstract: The human factors are an essential aspect to take into consideration in order to explain the level of public acceptability of new stereoscopic devices. A study using the Simulator Sickness Questionnaire allowed us to illustrate the differences in symptoms after the visualization of 3D images on a 3DTV screen and on a pair of prototype immersive 3D glasses. Also, the results of our study showed that the visualization task influenced the exploration of the scenes, and therefore influenced the evolution of the si… Show more

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Cited by 12 publications
(10 citation statements)
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“…It has been successfully applied to video quality tests. For instance, it was used to study the symptoms caused by 3D content, showing a significant increase in symptoms after viewing long stereoscopic 3D videos [77], and after watching 3D content on a 3DTV and with immersive 3D glasses (a kind of HMD), although in a different way for the two 3D viewing technologies [78]. The SSQ has been also used lately to study the possible symptoms caused by viewing 360°videos.…”
Section: Assessment Of Simulator Sickness With 360°videosmentioning
confidence: 99%
“…It has been successfully applied to video quality tests. For instance, it was used to study the symptoms caused by 3D content, showing a significant increase in symptoms after viewing long stereoscopic 3D videos [77], and after watching 3D content on a 3DTV and with immersive 3D glasses (a kind of HMD), although in a different way for the two 3D viewing technologies [78]. The SSQ has been also used lately to study the possible symptoms caused by viewing 360°videos.…”
Section: Assessment Of Simulator Sickness With 360°videosmentioning
confidence: 99%
“…80 to 95% [25] will experience some level of disturbance during or after exposure to VR, which tends to negatively affect the user experience [27], [28]. The severity of the adverse effects can be emphasized by numerous factors, such as technological (the type of display, the content watched, the task performed and the duration of the immersive experience [29]), and individual characteristics, such as age, gender, ethnicity, and education level, as defended by several authors [1], [2], [8], [16], [27], [30][31][32][33][34][35][36]. It is common to find "cybersickness" linked to "sense of presence" in literature, mainly due to the typically reported discomfort caused by VR equipment usage, contributing to decreasing the sense of presence.…”
Section: A Sense Of Presence and Cybersicknessmentioning
confidence: 99%
“…Also, most controllers are designed to be ideal in 2D environments, which leads to the fact that they are not intuitive in 3D virtual environments [9]. And second, it also often causes cybersickness, also known as simulator/virtual reality sickness [13]. These symptoms are usually caused by the sensory gap of visual senses with other senses, particularly the motor sense.…”
Section: Introductionmentioning
confidence: 99%