Dużmańska Natalia, Strojny Paweł, Strojny Agnieszka
R&D Unit, Nano Games sp. z o.o., Kraków, Poland.
Institute of Applied Psychology, Faculty of Management and Social Communication, Jagiellonian University, Kraków, Poland.
Front Psychol. 2018 Nov 6;9:2132. doi: 10.3389/fpsyg.2018.02132. eCollection 2018.
Simulator sickness is a syndrome similar to motion sickness, often experienced during simulator or another virtual reality (VR) exposure. Many theories have been developed or adapted from the motion sickness studies, in order to explain the existence of the syndrome. The simulator sickness can be measured using both subjective and objective methods. The most popular self-report method is the Simulator Sickness Questionnaire. Attempts have also been made to discover a physiological indicator of the described syndrome, but no definite conclusion has been reached on this issue. In the present paper, three temporal aspects of the simulator sickness are discussed: the temporal trajectory of the progression of simulator sickness, possibility of adapting VR users in advance and persistence of the symptoms after VR exposure. Evidence found in 39 articles is widely described. As for the first aspect, it is clear that in most cases severity of the simulator sickness symptoms increases with time of exposure, although it is impossible to develop a single, universal pattern for this effect. It has also been proved, that in some cases a threshold level or time point exists, after which the symptoms stop increasing or begin to decrease. The adaptation effect was proved in most of the reviewed studies and observed in different study designs - e.g., with a couple of VR exposures on separate days or on 1 day and with a single, prolonged VR exposure. As for the persistence of the simulator sickness symptoms after leaving the VR, on the whole the study results suggest that such an effect exists, but it varies strongly between individual studies - the symptoms may persist for a short period of time (10 min) or a relatively long one (even 4 h). Considering the conclusions reached in the paper, it is important to bear in mind that the virtual reality technology still evokes unpleasant sensations in its users and that these sensations should be cautiously controlled while developing new VR tools. Certainly, more research on this topic is necessary.
模拟器不适是一种类似于晕动病的综合征,常在使用模拟器或进行其他虚拟现实(VR)体验时出现。为了解释该综合征的存在,人们从晕动病研究中发展或借鉴了许多理论。模拟器不适可以通过主观和客观方法进行测量。最常用的自我报告方法是《模拟器不适问卷》。人们也试图找到该综合征的生理指标,但在这个问题上尚未得出明确结论。在本文中,讨论了模拟器不适的三个时间方面:模拟器不适进展的时间轨迹、提前使VR用户适应的可能性以及VR体验后症状的持续时间。广泛描述了从39篇文章中发现的证据。至于第一个方面,很明显,在大多数情况下,模拟器不适症状的严重程度会随着暴露时间的增加而加重,尽管不可能为这种效应建立单一的通用模式。也已证明,在某些情况下存在一个阈值水平或时间点,在此之后症状不再加重或开始减轻。在大多数综述研究中都证明了适应效应,并且在不同的研究设计中都观察到了——例如,在不同日期进行几次VR体验,或在一天内进行一次长时间的VR体验。至于离开VR后模拟器不适症状的持续时间,总体而言,研究结果表明这种效应是存在的,但在不同研究之间差异很大——症状可能持续较短时间(10分钟)或相对较长时间(甚至4小时)。考虑到本文得出的结论,重要的是要记住,虚拟现实技术仍然会在用户中引发不愉快的感觉,在开发新的VR工具时应谨慎控制这些感觉。当然,关于这个主题还需要更多的研究。