2022
DOI: 10.3389/frvir.2022.848001
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VR Sickness Adaptation With Ramped Optic Flow Transfers From Abstract To Realistic Environments

Abstract: VR sickness is a major concern for many users as VR continues its expansion towards widespread everyday use. VR sickness is thought to arise, at least in part, due to the user’s intolerance of conflict between the visually simulated self-motion and actual physical movement. Many mitigation strategies involve consistently modifying the visual stimulus to reduce its impact on the user, but this individualized approach can have drawbacks in terms of complexity of implementation and non-uniformity of user experien… Show more

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Cited by 18 publications
(17 citation statements)
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“…It has been established that cybersickness can be reduced through repeated exposure to VR [1,19,34], referred to as adaptation. In a recent study with a very large participant sample (n = 837; [28]), VR experience was negatively related to cybersickness, although the relationship was modest (r = -.15).…”
Section: Vr Experience and Gaming Experiencementioning
confidence: 99%
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“…It has been established that cybersickness can be reduced through repeated exposure to VR [1,19,34], referred to as adaptation. In a recent study with a very large participant sample (n = 837; [28]), VR experience was negatively related to cybersickness, although the relationship was modest (r = -.15).…”
Section: Vr Experience and Gaming Experiencementioning
confidence: 99%
“…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%
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“…In general, as a stepwise adaptation to IVR (Adhanom et al, 2022) (which is possible in specific experimental research environments) is not feasible, it is recommended that self-movement through virtual realities takes place at low speed, as the speed at which objects move through a scene is related to the occurrence of motion sickness. This also applies to unexpected and surprising movement manoeuvres, and to unforeseen events, such as visual frights that participants do not expect and were not informed about (Behr et al, 2005).…”
Section: Ethical Considerationsmentioning
confidence: 99%
“…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%