Saredakis Dimitrios, Szpak Ancret, Birckhead Brandon, Keage Hannah A D, Rizzo Albert, Loetscher Tobias
Cognitive Ageing and Impairment Neurosciences Laboratory, School of Psychology, Social Work and Social Policy, University of South Australia, Adelaide, SA, Australia.
Division of Health Services Research, Department of Medicine, Cedars-Sinai Health System, Los Angeles, CA, United States.
Front Hum Neurosci. 2020 Mar 31;14:96. doi: 10.3389/fnhum.2020.00096. eCollection 2020.
The use of head-mounted displays (HMD) for virtual reality (VR) application-based purposes including therapy, rehabilitation, and training is increasing. Despite advancements in VR technologies, many users still experience sickness symptoms. VR sickness may be influenced by technological differences within HMDs such as resolution and refresh rate, however, VR content also plays a significant role. The primary objective of this systematic review and meta-analysis was to examine the literature on HMDs that report Simulator Sickness Questionnaire (SSQ) scores to determine the impact of content. User factors associated with VR sickness were also examined. A systematic search was conducted according to PRISMA guidelines. Fifty-five articles met inclusion criteria, representing 3,016 participants (mean age range 19.5-80; 41% female). Findings show gaming content recorded the highest total SSQ mean 34.26 (95%CI 29.57-38.95). VR sickness profiles were also influenced by visual stimulation, locomotion and exposure times. Older samples (mean age ≥35 years) scored significantly lower total SSQ means than younger samples, however, these findings are based on a small evidence base as a limited number of studies included older users. No sex differences were found. Across all types of content, the pooled total SSQ mean was relatively high 28.00 (95%CI 24.66-31.35) compared with recommended SSQ cut-off scores. These findings are of relevance for informing future research and the application of VR in different contexts.
头戴式显示器(HMD)用于基于虚拟现实(VR)应用的目的,包括治疗、康复和训练,其使用正在增加。尽管VR技术有所进步,但许多用户仍会出现不适症状。VR不适可能受HMD内部技术差异(如分辨率和刷新率)的影响,然而,VR内容也起着重要作用。本系统评价和荟萃分析的主要目的是审查关于报告模拟器不适问卷(SSQ)分数的HMD文献,以确定内容的影响。还研究了与VR不适相关的用户因素。根据PRISMA指南进行了系统检索。55篇文章符合纳入标准,代表3016名参与者(平均年龄范围19.5 - 80岁;41%为女性)。研究结果显示,游戏内容的SSQ总分均值最高,为34.26(95%CI 29.57 - 38.95)。VR不适情况也受视觉刺激、运动和暴露时间的影响。年龄较大的样本(平均年龄≥35岁)的SSQ总分均值显著低于年龄较小的样本,然而,这些发现基于的证据较少,因为纳入老年用户的研究数量有限。未发现性别差异。与推荐的SSQ临界分数相比,在所有类型的内容中,合并后的SSQ总分均值相对较高,为28.00(95%CI 24.66 - 31.35)。这些发现对于为未来研究以及VR在不同背景下的应用提供信息具有重要意义。