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首次使用 VR 游戏的人玩 VR 视频游戏时的晕动症和姿势稳定性。

Cybersickness and postural stability of first time VR users playing VR videogames.

机构信息

School of Law and Society, University of the Sunshine Coast, Maroochydore DC, Queensland, 4558, Australia.

Faculty of Business, Law and Arts, Southern Cross University, Military Road, East Lismore, NSW, 2480, Australia.

出版信息

Appl Ergon. 2022 May;101:103698. doi: 10.1016/j.apergo.2022.103698. Epub 2022 Feb 10.

Abstract

This study investigated symptoms of cybersickness and postural instability experienced by new users of head-mounted display virtual reality (HMD-VR), playing VR videogames over long and repeated sessions, and moderation of these symptoms by previous videogame experience and intensity of videogame stimulus. Cybersickness (SSQ) and postural stability (anterior-posterior path-velocity) of new users of VR (n = 80) was collected PRE-VR, POST-VR and 10 min after completing (POST-RECOVERY) a VR gaming experience. Users comprised of videogamers (n = 40) and non-videogamers (n = 40), who were randomly assigned to play either action (high-intensity stimuli) or adventure (low-intensity stimuli) games in VR for 30 min and repeated twice, one week apart. All participants, irrespective of gaming status and genre of game, experienced significant cybersickness after 30 min in VR using current-generation HMD-VR technology, and did not adapt (POST-VR) after two sessions. However videogamers were able to recover (POST-RECOVERY) from cybersickness induced in VR significantly better than non-videogamers. All participants experienced significantly better postural stability after 30 min in VR, irrespective of gaming experience or genre of game. Developers should create VR experiences that minimise negative symptoms of cybersickness and postural instability experience by new users of VR.

摘要

本研究调查了头戴式显示虚拟现实(HMD-VR)新用户在长时间重复体验 VR 视频游戏时所经历的网络晕动症和姿势不稳定症状,以及先前视频游戏体验和视频游戏刺激强度对这些症状的调节作用。本研究共招募了 80 名 HMD-VR 新用户,在 VR 体验前(PRE-VR)、体验后(POST-VR)和完成体验后 10 分钟(POST-RECOVERY)收集网络晕动症(SSQ)和姿势稳定性(前后路径速度)数据。用户分为视频游戏玩家(n=40)和非视频游戏玩家(n=40),他们被随机分配在 VR 中分别玩动作(高强度刺激)或冒险(低强度刺激)游戏 30 分钟,每周重复两次。所有参与者,无论其游戏状态和游戏类型如何,在使用当前一代 HMD-VR 技术进行 30 分钟的 VR 体验后都经历了明显的网络晕动症,并且在两次体验后并未适应(POST-VR)。然而,视频游戏玩家在 VR 诱导的晕动症后能够更快地恢复(POST-RECOVERY),而非视频游戏玩家则恢复较慢。所有参与者在 VR 体验 30 分钟后,无论其游戏经验或游戏类型如何,姿势稳定性都明显提高。开发人员应该创建 VR 体验,以尽量减少新用户在 VR 中体验到的网络晕动症和姿势不稳定的负面症状。

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