Graduate School of Kyungnam University, Changwon, Republic of Korea.
Kyungnam University, Changwon, Republic of Korea.
Neurosci Lett. 2021 Aug 24;760:136063. doi: 10.1016/j.neulet.2021.136063. Epub 2021 Jun 24.
Various virtual reality (VR) games with head-mounted displays (HMDs) can provide immersive experiences, but are often accompanied by negative experiences. We investigated the feasibility of immersive virtual reality game on balance and cybersickness in healthy adolescents. This is cross-over design. This study included 11 healthy adolescents. Balance and cybersickness were measured in the following three conditions. First, as a baseline, only balance was measured while no immersive virtual reality game was being played. Second, balance and cybersickness were measured while the participants played an immersive virtual reality game with a fixed background. Third, balance and cybersickness were measured while the participants played an immersive virtual reality game with a moving background. A force plate was used to measure balance, while the Questionnaire (VRSQ) and Simulator Sickness Questionnaire (SSQ) were used to measure cybersickness. Sway velocity and length significantly increased during the game with a moving background compared to baseline and a fixed background game (p < 0.05). VRSQ and SSQ scores significantly increased during the game with a fixed and moving background compared to baseline (p < 0.05) and were significantly higher with use of the moving versus fixed background (p < 0.05). This study demonstrated that playing an immersive virtual reality game with a moving background could negatively affect balance and cybersickness. These results will help to select game contents that can reduce side effects when applying VR HMD to various fields in the future.
各种带有头戴式显示器 (HMD) 的虚拟现实 (VR) 游戏可以提供沉浸式体验,但通常伴随着负面体验。我们研究了沉浸式虚拟现实游戏对健康青少年平衡和晕动病的可行性。这是一项交叉设计研究。本研究纳入了 11 名健康青少年。在以下三种情况下测量平衡和晕动病:首先,作为基线,仅在不进行沉浸式虚拟现实游戏时测量平衡;其次,参与者在玩具有固定背景的沉浸式虚拟现实游戏时测量平衡和晕动病;最后,参与者在玩具有移动背景的沉浸式虚拟现实游戏时测量平衡和晕动病。使用力板测量平衡,使用视觉模拟评分 (VRSQ) 和模拟器晕动病问卷 (SSQ) 测量晕动病。与基线和固定背景游戏相比,在具有移动背景的游戏中,摇摆速度和长度显著增加(p<0.05)。与基线相比,在具有固定和移动背景的游戏中,VRSQ 和 SSQ 评分显著增加(p<0.05),且使用移动背景时评分显著高于固定背景(p<0.05)。本研究表明,玩具有移动背景的沉浸式虚拟现实游戏会对平衡和晕动病产生负面影响。这些结果将有助于在未来将 VR HMD 应用于各个领域时选择可以减少副作用的游戏内容。