“…Moreover, in the predictive path models of cybersickness this variable was always a significant and positive predictor after statistically controlling for the rest of the predictors. These results are congruent with previous findings indicating that motion sickness and cybersickness share similar symptomatology and are positively related (Mazloumi et al, 2018;Nesbitt et al, 2017;Rebenitsch & Owen, 2021). The path analyses also revealed that cognitive stress, past headaches and stomach aches, were unique predictors positively related with the post-immersion cybersickness scale scores.…”
Section: Cybersickness Susceptibilitysupporting
confidence: 90%
“…These variables could be used to create a screening model of user susceptibility that could identify those individuals more at risk from suffering high levels of cybersickness. Indeed, there is research that has attempted to find generalizable predictive models of cybersickness (Bokelman & Lingum, 2017;Rebenitsch & Owen, 2021). If those users that are highly susceptible to cybersickness could be identified with sufficient accuracy, then special VR immersion protocols such as those proposed by Rebenitsch & Owen (2021) could be created for them in order to mitigate as much as possible their experiences of cybersickness.…”
Section: Practical Implicationsmentioning
confidence: 99%
“…Indeed, there is research that has attempted to find generalizable predictive models of cybersickness (Bokelman & Lingum, 2017;Rebenitsch & Owen, 2021). If those users that are highly susceptible to cybersickness could be identified with sufficient accuracy, then special VR immersion protocols such as those proposed by Rebenitsch & Owen (2021) could be created for them in order to mitigate as much as possible their experiences of cybersickness. Other measures, such as dynamic field-of-view restriction or discrete viewpoint control (Farmani & Teather, 2020;Teixeira & Palmisano, 2020), can also be implemented to reduce the symptoms of cybersickness.…”
Although virtual reality (VR) usage has steadily increased in the last decade, its adoption has been hampered by experiences of user discomfort known as cybersickness. The present study, in line with the 2020 cybersickness research agenda, sought to provide a broad examination of the cybersickness phenomenon, assessing its pervasiveness, latent trajectories, impacts on the VR experience, and predictor variables. The study was composed of 92 participants living in the Dominican Republic with ages ranging from 18 to 52 years (M=26.22), who experienced a 10-minute VR immersion in two environments designed for psychotherapy. The results indicated that cybersickness was pervasive, with 65.2% of the participants experiencing it, and 23.9% severely. Additionally, the latent trajectories of cybersickness were positive and curvilinear, with large heterogeneity across individuals. Cybersickness also had a substantive negative impact on the user experience and the intentions to adopt the VR technology. Finally, motion sickness susceptibility, cognitive stress, and recent headaches, uniquely predicted greater severity of cybersickness, while age was negatively related. These combined results highlight the critical role that cybersickness plays on the VR experience and underscore the importance of finding solutions to the problems, such as technological advancements or special usage protocols for the more susceptible individuals.
“…Moreover, in the predictive path models of cybersickness this variable was always a significant and positive predictor after statistically controlling for the rest of the predictors. These results are congruent with previous findings indicating that motion sickness and cybersickness share similar symptomatology and are positively related (Mazloumi et al, 2018;Nesbitt et al, 2017;Rebenitsch & Owen, 2021). The path analyses also revealed that cognitive stress, past headaches and stomach aches, were unique predictors positively related with the post-immersion cybersickness scale scores.…”
Section: Cybersickness Susceptibilitysupporting
confidence: 90%
“…These variables could be used to create a screening model of user susceptibility that could identify those individuals more at risk from suffering high levels of cybersickness. Indeed, there is research that has attempted to find generalizable predictive models of cybersickness (Bokelman & Lingum, 2017;Rebenitsch & Owen, 2021). If those users that are highly susceptible to cybersickness could be identified with sufficient accuracy, then special VR immersion protocols such as those proposed by Rebenitsch & Owen (2021) could be created for them in order to mitigate as much as possible their experiences of cybersickness.…”
Section: Practical Implicationsmentioning
confidence: 99%
“…Indeed, there is research that has attempted to find generalizable predictive models of cybersickness (Bokelman & Lingum, 2017;Rebenitsch & Owen, 2021). If those users that are highly susceptible to cybersickness could be identified with sufficient accuracy, then special VR immersion protocols such as those proposed by Rebenitsch & Owen (2021) could be created for them in order to mitigate as much as possible their experiences of cybersickness. Other measures, such as dynamic field-of-view restriction or discrete viewpoint control (Farmani & Teather, 2020;Teixeira & Palmisano, 2020), can also be implemented to reduce the symptoms of cybersickness.…”
Although virtual reality (VR) usage has steadily increased in the last decade, its adoption has been hampered by experiences of user discomfort known as cybersickness. The present study, in line with the 2020 cybersickness research agenda, sought to provide a broad examination of the cybersickness phenomenon, assessing its pervasiveness, latent trajectories, impacts on the VR experience, and predictor variables. The study was composed of 92 participants living in the Dominican Republic with ages ranging from 18 to 52 years (M=26.22), who experienced a 10-minute VR immersion in two environments designed for psychotherapy. The results indicated that cybersickness was pervasive, with 65.2% of the participants experiencing it, and 23.9% severely. Additionally, the latent trajectories of cybersickness were positive and curvilinear, with large heterogeneity across individuals. Cybersickness also had a substantive negative impact on the user experience and the intentions to adopt the VR technology. Finally, motion sickness susceptibility, cognitive stress, and recent headaches, uniquely predicted greater severity of cybersickness, while age was negatively related. These combined results highlight the critical role that cybersickness plays on the VR experience and underscore the importance of finding solutions to the problems, such as technological advancements or special usage protocols for the more susceptible individuals.
“…As is shown in Table 5, the median value in the arrow group (94.52%) was significantly higher than those in the smile group (83.94%). Simulator sickness includes a "visual induced motion sickness (VIMS), visual simulation sickness, virtual reality-induced symptoms and effects" [37]. It is often caused by the visually induced perception of movement, not only by a motion [38].…”
With the development and promotion of driverless technology, researchers are focusing on designing varied types of external interfaces to induce trust in road users towards this new technology. In this paper, we investigated the effectiveness of a multimodal external human–machine interface (eHMI) for driverless vehicles in virtual environment, focusing on a two-way road scenario. Three phases of identifying, decelerating, and parking were taken into account in the driverless vehicles to pedestrian interaction process. Twelve eHMIs are proposed, which consist of three visual features (smile, arrow and none), three audible features (human voice, warning sound and none) and two physical features (yielding and not yielding). We conducted a study to gain a more efficient and safer eHMI for driverless vehicles when they interact with pedestrians. Based on study outcomes, in the case of yielding, the interaction efficiency and pedestrian safety in multimodal eHMI design was satisfactory compared to the single-modal system. The visual modality in the eHMI of driverless vehicles has the greatest impact on pedestrian safety. In addition, the “arrow” was more intuitive to identify than the “smile” in terms of visual modality.
“…Scientific problematics of investigation into VR technologies in educational sphere are very wide. The most urgent topics related with VR vary from the technical aspects of immersive effects to the issues of teaching in primary school ( [4][5][6][7][8][9][10][11][12][13][14][15][16][17][18][19][20], [21,22], [23,24]).…”
This article studies the effects of application of digital environment with extended number of variables for assessment of learning activity by teachers and principals. In the case analyzed in this article, the virtual reality (VR) technologies were implemented into schools. The main method of studies is structured survey with participants in the innovation project. The main experimental results presented in this article are the necessity to account for existing business processes in educational entities, cardinal rearrangement of learning process based on the principle of individual learning, integration of all applied assessment systems, formation of special module providing analysis of overall data combination. Implementation of VR technologies should be preceded by multi-aspect preparation of personnel, covering both technological aspects and variation of occupational position. This article discusses opportunities of efficient usage of VR technologies in learning process.
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