IEEE Trans Vis Comput Graph. 2024 Nov;30(11):7225-7233. doi: 10.1109/TVCG.2024.3456176. Epub 2024 Oct 10.
Cybersickness remains a major drawback of Virtual Reality (VR) headsets, as a breadth of stationary experiences with visual self-motion can result in visually-induced motion sickness. However, not everybody experiences the same intensity or type of adverse symptoms. Here we propose that prior experience with virtual environments can predict ones degree of cybersickness. Video gaming can enhance visuospatial abilities, which in-turn relate negatively to cybersickness - meaning that consistently engaging in virtual environments can result in protective habituation effects. In a controlled stationary VR experiment, we found that 'VR-naive' video gamers experienced significantly less cybersickness in a virtual tunnel-travel task and outperformed 'VR-naive' non-video gamers on a visual attention task. These findings strongly motivate the use of non-VR games for training VR cybersickness resilience, with future research needed to further understand the mechanism(s) by which gamers become cybersickness resilient - potentially expanding access to VR for even the most susceptible participants.
网络晕动症仍然是虚拟现实 (VR) 头显的一个主要缺点,因为广泛的视觉运动体验会导致视觉诱发的晕动症。然而,并非每个人都会经历相同强度或类型的不良反应。在这里,我们提出先前的虚拟环境体验可以预测一个人的网络晕动症程度。视频游戏可以增强视空间能力,而视空间能力与网络晕动症呈负相关——这意味着持续参与虚拟环境会产生保护习惯化效应。在一项受控的静止 VR 实验中,我们发现“VR 新手”视频游戏玩家在虚拟隧道旅行任务中经历的网络晕动症明显较少,并且在视觉注意力任务上优于“VR 新手”非视频游戏玩家。这些发现强烈促使使用非 VR 游戏来训练 VR 网络晕动症适应能力,未来需要进一步研究游戏玩家如何变得对网络晕动症有抵抗力的机制——这可能会为即使是最易受影响的参与者扩大对 VR 的访问。