Department of Psychology, University of Bath, Bath, UK.
School of Public Health Physiotherapy and Sports Science, University College Dublin, Dublin, Ireland.
Exp Brain Res. 2024 Feb;242(2):463-475. doi: 10.1007/s00221-023-06760-0. Epub 2024 Jan 3.
Virtual reality (VR) technology has been widely adopted for several professional and recreational applications. Despite rapid innovation in hardware and software, one of the long prevailing issues for end users of VR is the experience of VR sickness. Females experience stronger VR sickness compared to males, and previous research has linked susceptibility to VR sickness to the menstrual cycle (Munafo et al., Exp Brain Res 235(3):889-901). Here we investigated the female versus male experience in VR sickness while playing an immersive VR game, comparing days of the menstrual cycle when hormones peak: day 15 (ovulation-peak estrogen) and day 22 (mid-luteal phase-peak progesterone). We found that immersion duration was greater in the second session than the first, and discomfort was lessened, suggesting a powerful adaptation with repeated exposure. Due to the estrogen levels changing along with the exposure, there was no clear independent impact of that; note, though, that there was a significant difference between self-report and physiological measures implying that GSR is potentially an unreliable measure of motion sickness. Although prior work found a delay over 2 days between session would not allow adaptation and habituation to reduce VR sickness susceptibility, we found that a week delay has potential success.
虚拟现实 (VR) 技术已广泛应用于各种专业和娱乐应用。尽管硬件和软件的创新速度很快,但 VR 用户长期存在的一个问题是体验到 VR 晕动症。与男性相比,女性更容易出现 VR 晕动症,先前的研究将对 VR 晕动症的易感性与月经周期联系起来(Munafo 等人,Exp Brain Res 235(3):889-901)。在这里,我们在玩沉浸式 VR 游戏时,研究了女性和男性在 VR 晕动症方面的体验,比较了激素峰值时的月经周期天数:第 15 天(排卵-高峰雌激素)和第 22 天(中期黄体期-高峰孕激素)。我们发现,第二个阶段的沉浸时间比第一个阶段长,不适感减轻,这表明随着反复暴露,身体会产生强大的适应性。由于雌激素水平随暴露而变化,因此雌激素水平没有明显的独立影响;不过,请注意,自我报告和生理测量之间存在显著差异,这意味着 GSR 可能不是衡量晕动病的可靠指标。尽管之前的工作发现,两次会议之间超过 2 天的延迟将不允许适应和习惯化来降低 VR 晕动症的易感性,但我们发现,一周的延迟可能会取得成功。