scholarly journals Demand Characteristics of a Questionnaire Used to Assess Motion Sickness in a Virtual Environment

Author(s):  
S.D. Young ◽  
B.D. Adelstein ◽  
S.R. Ellis
2021 ◽  
Vol 10 (5) ◽  
pp. 3546-3551
Author(s):  
Tamanna Nurai

Cybersickness continues to become a negative consequence that degrades the interface for users of virtual worlds created for Virtual Reality (VR) users. There are various abnormalities that might cause quantifiable changes in body awareness when donning an Head Mounted Display (HMD) in a Virtual Environment (VE). VR headsets do provide VE that matches the actual world and allows users to have a range of experiences. Motion sickness and simulation sickness performance gives self-report assessments of cybersickness with VEs. In this study a simulator sickness questionnaire is being used to measure the aftereffects of the virtual environment. This research aims to answer if Immersive VR induce cybersickness and impact equilibrium coordination. The present research is formed as a cross-sectional observational analysis. According to the selection criteria, a total of 40 subjects would be recruited from AVBRH, Sawangi Meghe for the research. With intervention being used the experiment lasted 6 months. Simulator sickness questionnaire is used to evaluate the after-effects of a virtual environment. It holds a single period for measuring motion sickness and evaluation of equilibrium tests were done twice at exit and after 10 mins. Virtual reality being used in video games is still in its development. Integrating gameplay action into the VR experience will necessitate a significant amount of study and development. The study has evaluated if Immersive VR induce cybersickness and impact equilibrium coordination. To measure cybersickness, numerous scales have been developed. The essence of cybersickness has been revealed owing to work on motion sickness in a simulated system.


2001 ◽  
Vol 13 (6) ◽  
pp. 588-593 ◽  
Author(s):  
Toyomi Fujita ◽  
◽  
Masanori Idesawa

As virtual environment (VE) technology has become more disseminated, harmful physiological influences on users of VE have been reported such as simulator sickness and motion sickness – collectively called VE sickness. For VE safety and comfort, we note a new dynamic visual illusion, called ""rotational dynamic illusion"". Several psychophysical experiments measuring head movement in illusion observation suggest that perceptive features of rotational dynamic illusion are closely related to balance, which causes VE sickness. These features will be effective in realizing VE safety and comfort and trigger advances in VE technology development.


Author(s):  
Christopher J. Rich ◽  
Curt C. Braun

Virtual reality (VR) users are frequently limited by motion sickness-like symptoms. One factor that might influence sickness in VR is the level of control one has in a virtual environment. Reason's Sensory Conflict Theory suggested that motion sickness occurs when incompatibilities exist between four sensory inputs. It is possible that control and sensory compatibility are positively related. If this is the case, increasing control in a virtual environment should result in decreasing symptomology. To test this, the present study used the Simulator Sickness Questionnaire to measure symptomology of 163 participants after exposure to a virtual environment. Three levels of control and compatibility were assessed. It was hypothesized that the participants with control and compatible sensory information would experience fewer symptoms than participants in either the control/incompatible or no control/incompatible conditions. Although significant main effects were found for both gender and condition, the findings were opposite of those hypothesized. Possible explanations for this finding are discussed.


2009 ◽  
Vol 8 (4) ◽  
pp. 169-176 ◽  
Author(s):  
David M. Flinton ◽  
Nick White

AbstractBackground:Virtual environments in medical education are becoming increasingly popular as a learning tool. However, there is a large amount of evidence linking these systems to adverse effects that mimic motion sickness. It is also proposed that the efficacy of such systems is affected by how well they engage the user, which is often referred to as presence.Purpose:This primary purpose of this study was to look at the side effects experienced and presence in the Virtual Environment for Radiotherapy Training (VERT) system which has recently been introduced.Method:A pre-VERT questionnaire was given to 84 subjects to ascertain general health of the subjects. The simulator sickness questionnaire was utilised to determine the side effects experienced, whereas the igroup presence questionnaire was used to measure presence. Both questionnaires were given immediately after use of the VERT system.Results:The majority of symptoms were minor; the two most commonly reported symptoms relating to ocular issues. No relationship was seen between simulator sickness and presence although subjects with a higher susceptibility to travel sickness had reported higher levels of disorientation and nausea. There was also a decrease in involvement with the system in subjects with a higher susceptibility to travel sickness.


1992 ◽  
Vol 1 (3) ◽  
pp. 295-301 ◽  
Author(s):  
Robert S. Kennedy ◽  
Norman E. Lane ◽  
Michael G. Lilienthal ◽  
Kevin S. Berbaum ◽  
Lawrence J. Hettinger

Flight simulators are examples of virtual environment (VE) systems that often give rise to a form of discomfort resembling classical motion sickness. The major difference between simulator sickness and other forms of motion sickness is that the former exhibits more oculomotor-related symptoms and far less actual vomiting. VEs of the future are likely to include more compellingly realistic visual display systems, and these systems can also be expected to produce adverse symptoms. The implications of simulator sickness for future uses of VEs include adverse consequences for users' safety and health, user acceptance, training effectiveness, and overall system performance. Based on data from a factor analysis of over 1000 Navy and Marine Corps pilot simulation exposures, a new scoring procedure for simulator sickness has recently been developed (Lane & Kennedy, 1988; Kennedy, Lane, Berbaum, & Lilienthal, 1992). The factor analytic scoring key provides subscales for oculomotor stress (eyestrain), nausea, and disorientation. Simulators are being examined in terms of these factor profiles to identify causes of simulator sickness. This approach could also be used in evaluating motion sickness-like symptomatology that occurs in connection with the use of VEs. This paper describes the use of the multifactor scoring of the Simulator Sickness Questionnaire (SSQ) in diagnosing sources of simulator sickness in individual simulators. Reanalysis by this new methodology was employed to standardize existing simulator sickness survey data and to determine whether relationships existed that were missed by the more traditional scoring approaches.


Author(s):  
Keith W. Brendley ◽  
Joseph Cohn ◽  
Jed Marti ◽  
Paul DiZio

The U.S. Navy intends to field Virtual Environments (VE) aboard ships and submarines for training crews at sea and in harbor. The shipboard environment combined with a VE presents a challenge for reducing the side effects, most notably motion sickness, postural instability and spatial disorientation. The discrepancy between actual motion and perceived motion in the VE has been shown to be among the greatest contributing factors to side effects. The two environments, virtual and real, combine to create a highly provocative “motion discordant environment.” This demonstration presents an approach for minimizing side effects. The approach creates a Motion Coupled Virtual Environment (MOCOVE) where physical motion is sensed and convolved with the VE scene. The resultant VE has been shown to reduce side effects in preliminary laboratory studies


1992 ◽  
Vol 1 (3) ◽  
pp. 334-343 ◽  
Author(s):  
Frank Biocca

The widespread diffusion of immersive virtual environments (VE) is threatened by persistent reports that some users experience simulation sickness, a form of motion sickness that accompanies extended use of the medium. Experience with the problem of simulation sickness is most extensive in the military where the illness has accompanied the use of various simulators since the 1950s. This article considers the obstacles presented by simulation sickness to the diffusion of VE systems, its physiological and technological causes, and, finally, the remedies that have been suggested to fix the problems. This issue is also considered in light of previous reports of purported illnesses that accompanied the diffusion of other communication technologies.


Sign in / Sign up

Export Citation Format

Share Document