2014
DOI: 10.13075/mp.5893.2014.041
|View full text |Cite
|
Sign up to set email alerts
|

Subjective Sensations Indicating Simulator Sickness and Fatigue After Exposure to Virtual Reality

Abstract: Wstęp: Celem pracy była ocena występowania i nasilenia subiektywnych objawów wskazujących na występowanie choroby symulatorowej u osób bez skłonności do choroby lokomocyjnej, których zanurzenie w rzeczywistości wirtualnej (virtual reality-VR) polegało na oglądaniu godzinnego fragmentu filmu w wersji stereoskopowej (three-dimensional-3D) i niestereoskopowej (two-dimensional-2D) oraz uczestnictwie w godzinnym szkoleniu z wykorzystaniem rzeczywistości wirtualnej, nazwanym sVR. Materiał i metody: W badaniach uczes… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1

Citation Types

0
3
0

Year Published

2015
2015
2024
2024

Publication Types

Select...
5
1

Relationship

1
5

Authors

Journals

citations
Cited by 6 publications
(3 citation statements)
references
References 15 publications
(16 reference statements)
0
3
0
Order By: Relevance
“…There were also variations in the length and number of sessions used in each study, which could have affected the efficacy of the VR-based intervention. It is possible that longer VR sessions can result in participant fatigue and therefore reduce the efficacy of the intervention [ 68 , 69 ]. However, if the VR sessions are too short, the participant may not have sufficient time to become comfortable using the VR tool or to practice the desired skills, which may reduce the overall efficacy of the intervention [ 70 ].…”
Section: Discussionmentioning
confidence: 99%
“…There were also variations in the length and number of sessions used in each study, which could have affected the efficacy of the VR-based intervention. It is possible that longer VR sessions can result in participant fatigue and therefore reduce the efficacy of the intervention [ 68 , 69 ]. However, if the VR sessions are too short, the participant may not have sufficient time to become comfortable using the VR tool or to practice the desired skills, which may reduce the overall efficacy of the intervention [ 70 ].…”
Section: Discussionmentioning
confidence: 99%
“…The aesthetic experience of the audience between the virtual digital technology in bits and the traditional film of atoms is revolutionized. Change [10][11][12][13].…”
Section: Introductionmentioning
confidence: 99%
“…Behavioural tools include various tests of postural stability, for instance, asking a participant to stand on one leg [ 24 ]. The last group of measures includes questionnaires, with the Simulator Sickness Questionnaire (SSQ) being the first choice self-report measure [ 4 , 24 , 25 , 26 , 27 ]. It is a standardised and internationally recognised instrument termed “the gold standard for measuring SS” [ 28 ], most commonly used in SS research for almost 27 years.…”
Section: Introductionmentioning
confidence: 99%