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反映网络晕动症的眼动模式:来自虚拟现实游戏不同体验模式的证据。

Eye Movement Patterns Reflecting Cybersickness: Evidence from Different Experience Modes of a Virtual Reality Game.

机构信息

KU Institute for Communication Studies, Konkuk University, Seoul, Korea.

Department of Media and Communication, Konkuk University, Seoul, Korea.

出版信息

Cyberpsychol Behav Soc Netw. 2022 Feb;25(2):135-139. doi: 10.1089/cyber.2021.0167. Epub 2021 Dec 28.

DOI:10.1089/cyber.2021.0167
PMID:34962156
Abstract

This study investigated whether the degree of cybersickness varies depending on different virtual reality experience modes (playing vs. watching) and whether specific eye movement parameters reflect changes in cybersickness. Simulator Sickness Questionnaire results from 20 participants (10 playing and 10 watching) showed that cybersickness was much more severe in the watching mode, particularly during the second of the three total trials. Moreover, cybersickness' changing pattern was reflected in the center gaze ratio and scan-path length. These findings imply the importance of physiological measurements for a deeper understanding of cybersickness in theoretical and practical respects.

摘要

本研究旨在探讨不同虚拟现实体验模式(游戏与观看)是否会导致不同程度的网络晕动症,以及特定的眼动参数是否能反映网络晕动症的变化。20 名参与者(10 名游戏,10 名观看)的模拟器晕动症问卷结果表明,观看模式下的网络晕动症更为严重,尤其是在三次总试验中的第二次。此外,网络晕动症的变化模式反映在注视中心比率和扫描路径长度上。这些发现意味着生理测量对于从理论和实践方面更深入地理解网络晕动症的重要性。

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