Kourtesis Panagiotis, Collina Simona, Doumas Leonidas A A, MacPherson Sarah E
Human Cognitive Neuroscience, Department of Psychology, University of Edinburgh, Edinburgh, United Kingdom.
Department of Psychology, University of Edinburgh, Edinburgh, United Kingdom.
Front Hum Neurosci. 2019 Nov 26;13:417. doi: 10.3389/fnhum.2019.00417. eCollection 2019.
There are major concerns about the suitability of immersive virtual reality (VR) systems (i.e., head-mounted display; HMD) to be implemented in research and clinical settings, because of the presence of nausea, dizziness, disorientation, fatigue, and instability (i.e., VR induced symptoms and effects; VRISE). Research suggests that the duration of a VR session modulates the presence and intensity of VRISE, but there are no suggestions regarding the appropriate maximum duration of VR sessions. The implementation of high-end VR HMDs in conjunction with ergonomic VR software seems to mitigate the presence of VRISE substantially. However, a brief tool does not currently exist to appraise and report both the quality of software features and VRISE intensity quantitatively. The Virtual Reality Neuroscience Questionnaire (VRNQ) was developed to assess the quality of VR software in terms of user experience, game mechanics, in-game assistance, and VRISE. Forty participants aged between 28 and 43 years were recruited (18 gamers and 22 non-gamers) for the study. They participated in 3 different VR sessions until they felt weary or discomfort and subsequently filled in the VRNQ. Our results demonstrated that VRNQ is a valid tool for assessing VR software as it has good convergent, discriminant, and construct validity. The maximum duration of VR sessions should be between 55 and 70 min when the VR software meets or exceeds the parsimonious cut-offs of the VRNQ and the users are familiarized with the VR system. Also, the gaming experience does not seem to affect how long VR sessions should last. Also, while the quality of VR software substantially modulates the maximum duration of VR sessions, age and education do not. Finally, deeper immersion, better quality of graphics and sound, and more helpful in-game instructions and prompts were found to reduce VRISE intensity. The VRNQ facilitates the brief assessment and reporting of the quality of VR software features and/or the intensity of VRISE, while its minimum and parsimonious cut-offs may appraise the suitability of VR software for implementation in research and clinical settings. The findings of this study contribute to the establishment of rigorous VR methods that are crucial for the viability of immersive VR as a research and clinical tool in cognitive neuroscience and neuropsychology.
由于存在恶心、头晕、定向障碍、疲劳和不稳定(即虚拟现实诱发的症状和效应;VRISE)等问题,人们对沉浸式虚拟现实(VR)系统(即头戴式显示器;HMD)在研究和临床环境中的适用性存在重大担忧。研究表明,VR会话的持续时间会调节VRISE的出现和强度,但对于VR会话的适当最长持续时间尚无建议。高端VR HMD与符合人体工程学的VR软件结合使用似乎能大幅减轻VRISE的出现。然而,目前还没有一个简短的工具来定量评估和报告软件功能的质量以及VRISE强度。开发虚拟现实神经科学问卷(VRNQ)是为了从用户体验、游戏机制、游戏内辅助和VRISE方面评估VR软件的质量。该研究招募了40名年龄在28至43岁之间的参与者(18名游戏玩家和22名非游戏玩家)。他们参加了3次不同的VR会话,直到感到疲倦或不适,随后填写VRNQ。我们的结果表明,VRNQ是评估VR软件的有效工具,因为它具有良好的收敛效度、区分效度和结构效度。当VR软件达到或超过VRNQ的简约临界值且用户熟悉VR系统时,VR会话的最长持续时间应在55至70分钟之间。此外,游戏体验似乎并不影响VR会话的持续时间。同样,虽然VR软件的质量会大幅调节VR会话的最长持续时间,但年龄和教育程度并不会。最后,发现更深的沉浸感、更好的图形和声音质量以及更有用的游戏内说明和提示可以降低VRISE强度。VRNQ有助于对VR软件功能的质量和/或VRISE强度进行简短评估和报告,而其最小和简约临界值可以评估VR软件在研究和临床环境中实施的适用性。本研究的结果有助于建立严格的VR方法,这对于沉浸式VR作为认知神经科学和神经心理学研究及临床工具的可行性至关重要。
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