Simulator sickness is a syndrome similar to motion sickness, often experienced during simulator or another virtual reality (VR) exposure. Many theories have been developed or adapted from the motion sickness studies, in order to explain the existence of the syndrome. The simulator sickness can be measured using both subjective and objective methods. The most popular self-report method is the Simulator Sickness Questionnaire. Attempts have also been made to discover a physiological indicator of the described syndrome, but no definite conclusion has been reached on this issue. In the present paper, three temporal aspects of the simulator sickness are discussed: the temporal trajectory of the progression of simulator sickness, possibility of adapting VR users in advance and persistence of the symptoms after VR exposure. Evidence found in 39 articles is widely described. As for the first aspect, it is clear that in most cases severity of the simulator sickness symptoms increases with time of exposure, although it is impossible to develop a single, universal pattern for this effect. It has also been proved, that in some cases a threshold level or time point exists, after which the symptoms stop increasing or begin to decrease. The adaptation effect was proved in most of the reviewed studies and observed in different study designs – e.g., with a couple of VR exposures on separate days or on 1 day and with a single, prolonged VR exposure. As for the persistence of the simulator sickness symptoms after leaving the VR, on the whole the study results suggest that such an effect exists, but it varies strongly between individual studies – the symptoms may persist for a short period of time (10 min) or a relatively long one (even 4 h). Considering the conclusions reached in the paper, it is important to bear in mind that the virtual reality technology still evokes unpleasant sensations in its users and that these sensations should be cautiously controlled while developing new VR tools. Certainly, more research on this topic is necessary.
Motivation and cognitive capacity are key factors in people’s everyday struggle with uncertainty. However, the exact nature of their interplay in various contexts still needs to be revealed. The presented paper reports on two experimental studies which aimed to examine the joint consequences of motivational and cognitive factors for preferences regarding incomplete information expansion. In Study 1 we demonstrate the interactional effect of motivation and cognitive capacity on information preference. High need for closure resulted in a stronger relative preference for expectancy-inconsistent information among non-depleted individuals, but the opposite among cognitively depleted ones. This effect was explained by the different informative value of questions in comparison to affirmative sentences and the potential possibility of assimilation of new information if it contradicts prior knowledge. In Study 2 we further investigated the obtained effect, showing that not only questions but also other kinds of incomplete information are subject to the same dependency. Our results support the expectation that, in face of incomplete information, motivation toward closure may be fulfilled efficiently by focusing on expectancy-inconsistent pieces of data. We discuss the obtained effect in the context of previous assumptions that high need for closure results in a simple processing style, advocating a more complex approach based on the character of the provided information.
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Lay epistemic theory is one of the most popular theoretical frameworks describing the knowledge formation process. According to it, the central variable determining the epistemic process is the need for cognitive closure. In most cases, high levels of this motivation are associated with simplified and accelerated processing of information. This can lead to an overly simplified understanding of this variable. In fact, there are reasons to believe that the typical relationship is reversed under certain circumstances. The paper is a review of the research supporting this prediction. Results were analyzed with particular emphasis on two postulates of the theory: the two phases of the epistemic process and the dual nature of the need for cognitive closure.
Virtual reality can be used for educational purposes, particularly in demanding professions such as firefighting. Such virtual training may be useful for preparing trainees for distress, fear, or frustration experienced during real rescue operations. Evoking cognitive schemas, especially of other people, during training appears to be crucial as well, as the greatest stressors in the firefighting profession are social. Based on interviews with firefighters, two types of people (children and young women) were chosen as stimuli in the research design. In an experimental study with three iterations, the stimuli designed to evoke the schema of a significant other were implemented in a virtual reality simulator to evoke a cognitive schema in firefighters through emotions (positive and negative) and several dimensions of stress. The first iteration of the study did not yield expected results, as the stimulus (a child’s toy) was not as suggestive and vivid as it was expected. In the second attempt, the stimulus was improved and evoked feelings of challenge, harm, and loss in the participants. In the third iteration, the stimulus was changed once more (to a white dress) and this time it evoked negative emotions of fear, anger, guilt, and sadness. However, after correcting for multiple comparisons, only results regarding emotional response remained statistically significant. The results are discussed in light of cognitive schemas’ activation, and perspectives for further research in this scope are proposed. Due to research outcomes, the issues of manipulation checks in experimental psychology and limitations of the VR technology are taken into consideration.
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