2021
DOI: 10.1109/access.2021.3084863
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The Relationship Between Cybersickness, Sense of Presence, and the Users’ Expectancy and Perceived Similarity Between Virtual and Real Places

Abstract: This paper aims to explore the impact of sense of presence and cybersickness on the users' expectancy and perceived similarity between virtual and the corresponding real environments. Two virtual reality setups were tested (non-immersive and immersive) to achieve further conclusions. This research encompassed a quantitative analysis using data collection based on questionnaires, applied to a sample of 45 participants. A virtual experience was conducted (to explore users' cybersickness and sense of presence), f… Show more

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Cited by 8 publications
(5 citation statements)
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“…The distribution of the studies per rank is illustrated in Figure 2. As can be seen, there are no studies that achieved Grade A, and only a small fraction achieved Grade B ( [50] for Spatial Presence, [55] for Involvement, and [55], [61] for Experienced Realism -all general purpose studies) and the majority of the studies were graded as F, meaning that it is desirable that they are further improved. This may suggest that, currently, VR experiences can potentially deliver an experience of realism and involve users.…”
Section: Discussionmentioning
confidence: 99%
“…The distribution of the studies per rank is illustrated in Figure 2. As can be seen, there are no studies that achieved Grade A, and only a small fraction achieved Grade B ( [50] for Spatial Presence, [55] for Involvement, and [55], [61] for Experienced Realism -all general purpose studies) and the majority of the studies were graded as F, meaning that it is desirable that they are further improved. This may suggest that, currently, VR experiences can potentially deliver an experience of realism and involve users.…”
Section: Discussionmentioning
confidence: 99%
“…The complex relation between presence and cybersickness is difficult to understand. There are various studies [7][8][9][10][11][12][13][14][15][16][17] that model the relation between the presence and cybersickness in a VR environment [7]. In general, the presence and cybersickness have an inverse relationship.…”
Section: Presence Quality and Cybersickness In Virtual Realitymentioning
confidence: 99%
“…In [11], the presence and cybersickness are shown to be related to the dynamic FoV, where the restriction of dynamic FoV can reduce the cybersickness and improve the presence in a VR environment. In [13], a study on the relationship between presence and cybersickness experienced by the user's in a virtual environment and the corresponding real environments show that the users perceive a positive correlation for both presence and cybersickness between the two environments. Subjective assessment of presence and cybersickness can be carried out by using the presence and sickness questionnaire [18,19].…”
Section: Presence Quality and Cybersickness In Virtual Realitymentioning
confidence: 99%
“…The next possible solution was to develop a tolerance and encourage habituation to cybersickness-inducing stimuli through shortened repeated training or playing three-dimensional video games with forward movement. 37,38 Furthermore, making hardware and software more user-friendly for cybersickness participants was another solution, such as designing virtual content focused around the center to decrease unnecessary eye movements [39][40][41] and allowing participants to anticipate their movement. 41 Some participants thought that we could optimize the process and add details; for example, some efforts will be needed to improve and optimize the experience of the VR isolation ward, including slowing down the process of scene switching, providing a communication platform, disclosing more specific details, and setting up test questions.…”
Section: Timely Interactionmentioning
confidence: 99%