• 文献检索
  • 文档翻译
  • 深度研究
  • 学术资讯
  • Suppr Zotero 插件Zotero 插件
  • 邀请有礼
  • 套餐&价格
  • 历史记录
应用&插件
Suppr Zotero 插件Zotero 插件浏览器插件Mac 客户端Windows 客户端微信小程序
定价
高级版会员购买积分包购买API积分包
服务
文献检索文档翻译深度研究API 文档MCP 服务
关于我们
关于 Suppr公司介绍联系我们用户协议隐私条款
关注我们

Suppr 超能文献

核心技术专利:CN118964589B侵权必究
粤ICP备2023148730 号-1Suppr @ 2026

文献检索

告别复杂PubMed语法,用中文像聊天一样搜索,搜遍4000万医学文献。AI智能推荐,让科研检索更轻松。

立即免费搜索

文件翻译

保留排版,准确专业,支持PDF/Word/PPT等文件格式,支持 12+语言互译。

免费翻译文档

深度研究

AI帮你快速写综述,25分钟生成高质量综述,智能提取关键信息,辅助科研写作。

立即免费体验

虚拟现实晕动症问卷 (VRSQ):虚拟现实环境中的晕动症测量指标。

Virtual reality sickness questionnaire (VRSQ): Motion sickness measurement index in a virtual reality environment.

机构信息

Department of Industrial and Management Engineering, Pohang University of Science and Technology (POSTECH), Cheongam-ro 77, Nam-gu, Pohang, Gyeongbuk 37673, Republic of Korea.

Department of Industrial and Management Engineering, Incheon National University (INU), Academy-ro 119, Yeonsu-gu, Incheon 22012, Republic of Korea.

出版信息

Appl Ergon. 2018 May;69:66-73. doi: 10.1016/j.apergo.2017.12.016. Epub 2018 Jan 16.

DOI:10.1016/j.apergo.2017.12.016
PMID:29477332
Abstract

This study aims to develop a motion sickness measurement index in a virtual reality (VR) environment. The VR market is in an early stage of market formation and technological development, and thus, research on the side effects of VR devices such as simulator motion sickness is lacking. In this study, we used the simulator sickness questionnaire (SSQ), which has been traditionally used for simulator motion sickness measurement. To measure the motion sickness in a VR environment, 24 users performed target selection tasks using a VR device. The SSQ was administered immediately after each task, and the order of work was determined using the Latin square design. The existing SSQ was revised to develop a VR sickness questionnaire, which is used as the measurement index in a VR environment. In addition, the target selection method and button size were found to be significant factors that affect motion sickness in a VR environment. The results of this study are expected to be used for measuring and designing simulator sickness using VR devices in future studies.

摘要

本研究旨在开发虚拟现实(VR)环境中的晕动病测量指标。VR 市场正处于市场形成和技术发展的早期阶段,因此,对于 VR 设备(如模拟器晕动病)的副作用研究还很缺乏。在本研究中,我们使用了传统上用于测量模拟器晕动病的模拟器晕动病问卷(SSQ)。为了测量 VR 环境中的晕动病,24 名用户使用 VR 设备执行目标选择任务。在每次任务后立即进行 SSQ 调查,并且使用拉丁方设计确定工作顺序。对现有的 SSQ 进行了修订,以开发用于 VR 环境的 VR 晕动病问卷,用作测量指标。此外,发现目标选择方法和按钮大小是影响 VR 环境中晕动病的显著因素。本研究的结果有望在未来的研究中用于使用 VR 设备测量和设计模拟器晕动病。

相似文献

1
Virtual reality sickness questionnaire (VRSQ): Motion sickness measurement index in a virtual reality environment.虚拟现实晕动症问卷 (VRSQ):虚拟现实环境中的晕动症测量指标。
Appl Ergon. 2018 May;69:66-73. doi: 10.1016/j.apergo.2017.12.016. Epub 2018 Jan 16.
2
Psychometric evaluation of Simulator Sickness Questionnaire and its variants as a measure of cybersickness in consumer virtual environments.消费者虚拟环境中网络晕动症测量的模拟器晕动症问卷及其变体的心理计量学评估。
Appl Ergon. 2020 Jan;82:102958. doi: 10.1016/j.apergo.2019.102958. Epub 2019 Sep 26.
3
Effects of Immersive Virtual Reality Headset Viewing on Young Children: Visuomotor Function, Postural Stability, and Motion Sickness.沉浸式虚拟现实头戴设备观看对幼儿的影响:视动功能、姿势稳定性和运动病。
Am J Ophthalmol. 2020 Jan;209:151-159. doi: 10.1016/j.ajo.2019.07.020. Epub 2019 Aug 1.
4
Effect of screen configuration on the neck angle, muscle activity, and simulator sickness symptoms in virtual reality.虚拟现实中屏幕配置对颈部角度、肌肉活动和模拟器疾病症状的影响。
Work. 2024;79(1):167-175. doi: 10.3233/WOR-230230.
5
Improvement of three-dimensional motion sickness using a virtual reality simulator for robot-assisted surgery in undergraduate medical students: A prospective observational study.虚拟现实模拟器在本科医学生机器人辅助手术中对三维运动病的改善作用:一项前瞻性观察研究。
BMC Med Educ. 2021 Sep 21;21(1):498. doi: 10.1186/s12909-021-02872-9.
6
Exploratory factor analysis and validity of the virtual reality symptom questionnaire and computer use survey.虚拟现实症状问卷和计算机使用调查的探索性因素分析和有效性。
Ergonomics. 2021 Jan;64(1):69-77. doi: 10.1080/00140139.2020.1820083. Epub 2020 Oct 10.
7
Effects of virtual reality technology locomotive multi-sensory motion stimuli on a user simulator sickness and controller intuitiveness during a navigation task.虚拟现实技术机车多感官运动刺激对用户模拟器疾病和控制器直观性在导航任务中的影响。
Med Biol Eng Comput. 2020 Jan;58(1):143-154. doi: 10.1007/s11517-019-02070-2. Epub 2019 Nov 22.
8
Influence of bone-conducted vibration on simulator sickness in virtual reality.骨导振动对虚拟现实模拟器疾病的影响。
PLoS One. 2018 Mar 28;13(3):e0194137. doi: 10.1371/journal.pone.0194137. eCollection 2018.
9
An evaluation for VR glasses system user experience: The influence factors of interactive operation and motion sickness.VR 眼镜系统用户体验评估:交互操作和晕动病的影响因素。
Appl Ergon. 2019 Jan;74:206-213. doi: 10.1016/j.apergo.2018.08.012. Epub 2018 Sep 8.
10
Estimating objective (EEG) and subjective (SSQ) cybersickness in people with susceptibility to motion sickness.评估晕动病易感人群的客观(脑电图)和主观(晕动病症状问卷)网络晕动症情况。
Appl Ergon. 2022 Jul;102:103731. doi: 10.1016/j.apergo.2022.103731. Epub 2022 Mar 3.

引用本文的文献

1
Feasibility and Efficacy of Commercial-Off-the-Shelf Virtual Reality Applications for Managing Chronic Pain and Enhancing Well-Being Among Older Adults in the Community: Mixed Methods Pilot Study.社区老年人使用商用现成虚拟现实应用程序管理慢性疼痛和增进幸福感的可行性与有效性:混合方法试点研究
JMIR Form Res. 2025 Aug 18;9:e67765. doi: 10.2196/67765.
2
Effects of Immersive Virtual Reality on Physical Function, Fall-Related Outcomes, Fatigue, and Quality of Life in Older Adults: A Randomized Controlled Trial.沉浸式虚拟现实对老年人身体功能、跌倒相关结局、疲劳及生活质量的影响:一项随机对照试验
Healthcare (Basel). 2025 Jul 24;13(15):1800. doi: 10.3390/healthcare13151800.
3
Feasibility and effect of an immersive virtual reality-based platform for cognitive training in real-life scenarios in patients with mood - or psychotic disorders: A randomized, controlled proof-of-concept study.
基于沉浸式虚拟现实的平台用于情绪或精神障碍患者现实生活场景认知训练的可行性及效果:一项随机对照概念验证研究。
Neurosci Appl. 2023 Feb 4;2:101120. doi: 10.1016/j.nsa.2023.101120. eCollection 2023.
4
Effectiveness of virtual reality games on the specific sport skills of adolescents.虚拟现实游戏对青少年特定运动技能的有效性。
BMC Sports Sci Med Rehabil. 2025 Jul 10;17(1):194. doi: 10.1186/s13102-025-01243-x.
5
Transforming language research from classic desktops to virtual environments.将语言研究从传统桌面环境转变到虚拟环境。
Sci Rep. 2025 Jul 2;15(1):23118. doi: 10.1038/s41598-025-08319-1.
6
Influence of Virtual Reality Illusions on Balance Performance and Immersive User Experience in Young Adults: A Within-Subject Experimental Study.虚拟现实错觉对年轻人平衡能力和沉浸式用户体验的影响:一项受试者内实验研究。
JMIR Serious Games. 2025 Jun 27;13:e70376. doi: 10.2196/70376.
7
Virtual Reality for the Prevention and Cessation of Nicotine Vaping in Youths: Protocol for a Randomized Controlled Trial.虚拟现实用于预防和戒除青少年尼古丁电子烟:一项随机对照试验的方案
JMIR Res Protoc. 2025 May 15;14:e71961. doi: 10.2196/71961.
8
Design and usability evaluation of an immersive virtual reality mirrored hand system for upper limb stroke rehabilitation.用于上肢中风康复的沉浸式虚拟现实镜像手系统的设计与可用性评估。
Sci Rep. 2025 Feb 17;15(1):5781. doi: 10.1038/s41598-025-90698-6.
9
Use of virtual reality to remotely train healthcare professionals in paediatric emergency tracheostomy skills: protocol for a multi-centre, non-inferiority educational interventional study with historical controls.利用虚拟现实对医疗保健专业人员进行儿科紧急气管切开术技能的远程培训:一项采用历史对照的多中心、非劣效性教育干预研究方案
BMC Surg. 2025 Jan 15;25(1):25. doi: 10.1186/s12893-024-02736-1.
10
The Impact of Virtual Reality Content Characteristics on Cybersickness and Head Movement Patterns.虚拟现实内容特征对晕动症和头部运动模式的影响。
Sensors (Basel). 2025 Jan 2;25(1):215. doi: 10.3390/s25010215.