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Differences in virtual and physical head orientation predict sickness during active head-mounted display-based virtual reality.在基于头戴式显示器的虚拟现实活动中,虚拟与物理头部方向的差异预示着不适。
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Preattentive processing of visually guided self-motion in humans and monkeys.人类和猴子的视觉引导自身运动的前注意加工。
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Feasibility of full immersive virtual reality video game on balance and cybersickness of healthy adolescents.健康青少年平衡和虚拟现实视频游戏晕动症的全沉浸式可行性。
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工作中限制和消除虚拟现实诱发症状及影响的设计指南:一项全面的、基于因素的综述

Design guidelines for limiting and eliminating virtual reality-induced symptoms and effects at work: a comprehensive, factor-oriented review.

作者信息

Souchet Alexis D, Lourdeaux Domitile, Burkhardt Jean-Marie, Hancock Peter A

机构信息

Heudiasyc UMR 7253, Alliance Sorbonne Université, Université de Technologie de Compiègne, CNRS, Compiègne, France.

Institute for Creative Technologies, University of Southern California, Los Angeles, CA, United States.

出版信息

Front Psychol. 2023 Jun 9;14:1161932. doi: 10.3389/fpsyg.2023.1161932. eCollection 2023.

DOI:10.3389/fpsyg.2023.1161932
PMID:37359863
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC10288216/
Abstract

Virtual reality (VR) can induce side effects known as virtual reality-induced symptoms and effects (VRISE). To address this concern, we identify a literature-based listing of these factors thought to influence VRISE with a focus on office work use. Using those, we recommend guidelines for VRISE amelioration intended for virtual environment creators and users. We identify five VRISE risks, focusing on short-term symptoms with their short-term effects. Three overall factor categories are considered: individual, hardware, and software. Over 90 factors may influence VRISE frequency and severity. We identify guidelines for each factor to help reduce VR side effects. To better reflect our confidence in those guidelines, we graded each with a level of evidence rating. Common factors occasionally influence different forms of VRISE. This can lead to confusion in the literature. General guidelines for using VR at work involve worker adaptation, such as limiting immersion times to between 20 and 30 min. These regimens involve taking regular breaks. Extra care is required for workers with special needs, neurodiversity, and gerontechnological concerns. In addition to following our guidelines, stakeholders should be aware that current head-mounted displays and virtual environments can continue to induce VRISE. While no single existing method fully alleviates VRISE, workers' health and safety must be monitored and safeguarded when VR is used at work.

摘要

虚拟现实(VR)会引发一些副作用,即所谓的虚拟现实诱发症状和效应(VRISE)。为解决这一问题,我们通过查阅文献,梳理出一系列被认为会影响VRISE的因素,并重点关注其在办公场景中的应用。基于这些因素,我们为虚拟现实环境的创建者和使用者提供了减轻VRISE的指导建议。我们识别出五种VRISE风险,重点关注短期症状及其短期影响。我们考虑了三个总体因素类别:个人因素、硬件因素和软件因素。超过90个因素可能会影响VRISE的发生频率和严重程度。我们针对每个因素制定了指导原则,以帮助减少VR副作用。为了更好地体现我们对这些指导原则的信心,我们对每个原则都进行了证据等级评定。一些常见因素偶尔会影响不同形式的VRISE,这可能导致文献中的混淆。在工作中使用VR的一般指导原则包括让使用者适应,例如将沉浸时间限制在20至30分钟之间。这些方案还包括定期休息。有特殊需求、神经多样性问题以及老年技术相关问题的工作人员需要格外注意。除了遵循我们的指导原则外,相关利益者还应意识到,目前的头戴式显示器和虚拟环境仍可能引发VRISE。虽然现有的单一方法都无法完全缓解VRISE,但在工作中使用VR时,必须对工作人员的健康和安全进行监测和保障。