2021
DOI: 10.3389/frvir.2021.582156
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Effects of Linear Visual-Vestibular Conflict on Presence, Perceived Scene Stability and Cybersickness in the Oculus Go and Oculus Quest

Abstract: Humans rely on multiple senses to perceive their self-motion in the real world. For example, a sideways linear head translation can be sensed either by lamellar optic flow of the visual scene projected on the retina of the eye or by stimulation of vestibular hair cell receptors found in the otolith macula of the inner ear. Mismatches in visual and vestibular information can induce cybersickness during head-mounted display (HMD) based virtual reality (VR). In this pilot study, participants were immersed in a vi… Show more

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Cited by 21 publications
(12 citation statements)
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References 51 publications
(79 reference statements)
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“…The cause of cybersickness is commonly postulated to be a mismatch between the sensory input presented within the VR (e.g., visual input) and the sensory input from the external environment (e.g., vestibular input), or postural instability (Rebenitsch and Owen, 2016 ). However, the cybersickness seems to be technically being solved in the newer generation of HMDs, and the Oculus Quest2 used in this study generally meets the specs that are supposed to reduce the onset of cybersickness (Kourtesis et al, 2019 ; Kim et al, 2021 ). Indeed, in our questionnaire, the overall score for the questions about cybersickness was positive.…”
Section: Discussionmentioning
confidence: 51%
“…The cause of cybersickness is commonly postulated to be a mismatch between the sensory input presented within the VR (e.g., visual input) and the sensory input from the external environment (e.g., vestibular input), or postural instability (Rebenitsch and Owen, 2016 ). However, the cybersickness seems to be technically being solved in the newer generation of HMDs, and the Oculus Quest2 used in this study generally meets the specs that are supposed to reduce the onset of cybersickness (Kourtesis et al, 2019 ; Kim et al, 2021 ). Indeed, in our questionnaire, the overall score for the questions about cybersickness was positive.…”
Section: Discussionmentioning
confidence: 51%
“…Secondly, regarding the tracking requirements, some devices have 3DOF, allowing the user to look around 360° in a sphere-like motion, such as Google’s cardboard, while other headsets have 6DOF, allowing the user to also move in X, Y, and Z like the HTC Vive. In other words, some interactions are better suited when they enable the user to look and move around, while others can only depend on head tracking [ 37 ]. Third is the weight of the headset since some interactions can take a couple of minutes, while rehabilitation applications usually take over 30 min, resulting in rejection from the user and reducing immersion.…”
Section: Methodsmentioning
confidence: 99%
“…Furthermore, it is lightweight, weighing only 468 g, which is very handy considering that the average RAGT is around 40 min. It has integrated speakers, which removes the necessity of using headphones and adding more devices on the user, and it does not induce much cybersickness [ 37 ].…”
Section: Methodsmentioning
confidence: 99%
“…Smartphone-supported augmented reality can best be understood in relation to virtual reality. Virtual reality technology is becoming widely available in homes and schools [32]. The Meta corporation has reinvigorated interest in the technology with the promotion of the Oculus Quest 2, a head-mounted display and computer that permits the user to become immersed in a virtual 3-dimensional environment.…”
Section: Mobile Augmented Reality Learning Environment (Self-determination Theory)mentioning
confidence: 99%