2021
DOI: 10.1109/tvcg.2021.3067773
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Floor-vibration VR: Mitigating Cybersickness Using Whole-body Tactile Stimuli in Highly Realistic Vehicle Driving Experiences

Abstract: This work addresses cybersickness, a major barrier to successful long-exposure immersive virtual reality (VR) experiences since user discomfort frequently leads to prematurely ending such experiences. Starting from sensory conflict theory, we posit that if a vibrating floor delivers vestibular stimuli that minimally match the vibration characteristics of a scenario, the size of the conflict between the visual and vestibular senses will be reduced and, thus, the incidence and/or severity of cybersickness will a… Show more

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Cited by 30 publications
(28 citation statements)
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“…In our own work, we have repeatedly reported higher preference responses for our multisensory VR systems compared to typical VR systems, regardless of the context, number of sensory channels, and level of fidelity, even though multisensory cues did not consistently lead to higher Presence (Jung et al, 2020;Jung et al, 2021b;Jung et al, 2021a). The reasons are still not clear to us, but participants reported they felt a stronger sense of Fun, Impressiveness and Involvement in multisensory VR, which are strongly related to emotional engagement in the given place, object, and maybe certain events too, which sounds a lot like Aura (MacIntyre et al, 2004).…”
Section: Discussionmentioning
confidence: 69%
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“…In our own work, we have repeatedly reported higher preference responses for our multisensory VR systems compared to typical VR systems, regardless of the context, number of sensory channels, and level of fidelity, even though multisensory cues did not consistently lead to higher Presence (Jung et al, 2020;Jung et al, 2021b;Jung et al, 2021a). The reasons are still not clear to us, but participants reported they felt a stronger sense of Fun, Impressiveness and Involvement in multisensory VR, which are strongly related to emotional engagement in the given place, object, and maybe certain events too, which sounds a lot like Aura (MacIntyre et al, 2004).…”
Section: Discussionmentioning
confidence: 69%
“…In light of this perspective, adding more sensory channels should, theoretically, raise the level of immersion. For example, extending secondary feedback cues, such as floor or wearable vibration, wind, and olfactory stimuli that match the visual and audio stimuli, provides more immersion than a system with visual and audio only (Feng et al, 2015;Feng et al, 2016;Jung et al, 2020;Jung et al, 2021a;Jung et al, 2021b).…”
Section: Immersionmentioning
confidence: 99%
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