• 文献检索
  • 文档翻译
  • 深度研究
  • 学术资讯
  • Suppr Zotero 插件Zotero 插件
  • 邀请有礼
  • 套餐&价格
  • 历史记录
应用&插件
Suppr Zotero 插件Zotero 插件浏览器插件Mac 客户端Windows 客户端微信小程序
定价
高级版会员购买积分包购买API积分包
服务
文献检索文档翻译深度研究API 文档MCP 服务
关于我们
关于 Suppr公司介绍联系我们用户协议隐私条款
关注我们

Suppr 超能文献

核心技术专利:CN118964589B侵权必究
粤ICP备2023148730 号-1Suppr @ 2026

文献检索

告别复杂PubMed语法,用中文像聊天一样搜索,搜遍4000万医学文献。AI智能推荐,让科研检索更轻松。

立即免费搜索

文件翻译

保留排版,准确专业,支持PDF/Word/PPT等文件格式,支持 12+语言互译。

免费翻译文档

深度研究

AI帮你快速写综述,25分钟生成高质量综述,智能提取关键信息,辅助科研写作。

立即免费体验

虚拟角色的存在可以减轻虚拟现实中的晕动症。

The presence of an avatar can reduce cybersickness in Virtual Reality.

作者信息

Makani Aalim, Saryazdi Raheleh, Givetash Sonja, Keshavarz Behrang

机构信息

KITE Research Institute, Toronto Rehabilitation Institute-University Health Network, 550 University Avenue, Toronto, ON M5G 2A2 Canada.

Department of Psychology, Toronto Metropolitan University, Toronto, Canada.

出版信息

Virtual Real. 2024;28(4):163. doi: 10.1007/s10055-024-01057-1. Epub 2024 Oct 30.

DOI:10.1007/s10055-024-01057-1
PMID:39483719
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC11522100/
Abstract

Virtual Reality (VR) applications are increasingly being utilized for research, healthcare, and education. Despite their benefits, many VR users report motion sickness-like sensations (cybersickness), such as headache, disorientation, or nausea. Previous studies suggest that the sense of presence ("being there") in the virtual world may contribute to the severity of cybersickness; however, results have been contradictory, with some studies reporting a negative and some reporting a positive relationship between the two. The goal of the current study was to further investigate how presence and cybersickness are related. Participants ( = 54) were exposed to a VR scene presented on a head-mounted display showing a 15-minute-long passive movement through space. The level of presence was manipulated by including an avatar (astronaut suit with hand-tracking) or no avatar in the virtual environment. Results showed that the avatar group reported significantly less severe cybersickness compared to the no-avatar group. We also found significant, negative correlations between some of the presence metrics (immersion, sensory fidelity) and cybersickness, indicating that cybersickness severity decreased as the level of presence increased. These findings suggest that more immersive VR experiences using an avatar may potentially reduce the risk of experiencing cybersickness.

摘要

虚拟现实(VR)应用越来越多地被用于研究、医疗保健和教育领域。尽管它们有诸多益处,但许多VR用户报告有类似晕动病的感觉(网络晕动病),如头痛、迷失方向或恶心。先前的研究表明,在虚拟世界中的临场感(“身临其境”)可能会导致网络晕动病的严重程度增加;然而,结果相互矛盾,一些研究报告两者之间呈负相关,而另一些则报告呈正相关。本研究的目的是进一步探究临场感与网络晕动病之间的关系。参与者(n = 54)观看了头戴式显示器上呈现的VR场景,该场景展示了在太空中15分钟的被动移动。通过在虚拟环境中加入一个虚拟角色(带有手部追踪功能的宇航服)或不加入虚拟角色来操控临场感水平。结果显示,与无虚拟角色组相比,有虚拟角色组报告的网络晕动病严重程度明显较低。我们还发现一些临场感指标(沉浸感、感官逼真度)与网络晕动病之间存在显著的负相关,这表明随着临场感水平的提高,网络晕动病的严重程度会降低。这些发现表明,使用虚拟角色的更沉浸式VR体验可能会潜在地降低出现网络晕动病的风险。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/b128/11522100/b90844d7d1c3/10055_2024_1057_Fig1_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/b128/11522100/b90844d7d1c3/10055_2024_1057_Fig1_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/b128/11522100/b90844d7d1c3/10055_2024_1057_Fig1_HTML.jpg

相似文献

1
The presence of an avatar can reduce cybersickness in Virtual Reality.虚拟角色的存在可以减轻虚拟现实中的晕动症。
Virtual Real. 2024;28(4):163. doi: 10.1007/s10055-024-01057-1. Epub 2024 Oct 30.
2
Reducing Cybersickness in 360-Degree Virtual Reality.减轻360度虚拟现实中的网络晕动症
Multisens Res. 2021 Dec 16:1-17. doi: 10.1163/22134808-bja10066.
3
Understanding Cybersickness and Presence in Seated VR: A Foundation for Exploring Therapeutic Applications of Immersive Virtual Environments.理解坐姿虚拟现实中的网络晕动症和临场感:探索沉浸式虚拟环境治疗应用的基础。
J Clin Med. 2025 Apr 15;14(8):2718. doi: 10.3390/jcm14082718.
4
Factors Affecting Enjoyment of Virtual Reality Games: A Comparison Involving Consumer-Grade Virtual Reality Technology.影响虚拟现实游戏享受度的因素:涉及消费者级虚拟现实技术的比较。
Games Health J. 2019 Feb;8(1):15-23. doi: 10.1089/g4h.2017.0190. Epub 2018 Sep 8.
5
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。
Neurosci Lett. 2021 Aug 24;760:136063. doi: 10.1016/j.neulet.2021.136063. Epub 2021 Jun 24.
6
Cybersickness and discomfort from head-mounted displays delivering fully immersive virtual reality: A systematic review.头戴式显示器带来的完全沉浸式虚拟现实所导致的网络晕动症和不适感:一项系统综述。
Nurse Educ Pract. 2025 May;85:104376. doi: 10.1016/j.nepr.2025.104376. Epub 2025 Apr 19.
7
Tolerance of immersive head-mounted virtual reality among older nursing home residents.沉浸式头戴虚拟现实在老年养老院居民中的耐受性。
Front Public Health. 2023 Jul 19;11:1163484. doi: 10.3389/fpubh.2023.1163484. eCollection 2023.
8
Cybersickness and Its Severity Arising from Virtual Reality Content: A Comprehensive Study.虚拟现实内容引发的晕动症及其严重程度:一项综合研究。
Sensors (Basel). 2022 Feb 9;22(4):1314. doi: 10.3390/s22041314.
9
The Impact of Virtual Reality Content Characteristics on Cybersickness and Head Movement Patterns.虚拟现实内容特征对晕动症和头部运动模式的影响。
Sensors (Basel). 2025 Jan 2;25(1):215. doi: 10.3390/s25010215.
10
Focusing on cybersickness: pervasiveness, latent trajectories, susceptibility, and effects on the virtual reality experience.聚焦网络晕动症:普遍性、潜在轨迹、易感性及其对虚拟现实体验的影响。
Virtual Real. 2022;26(4):1347-1371. doi: 10.1007/s10055-022-00636-4. Epub 2022 Mar 1.

引用本文的文献

1
The role of virtual reality-based cognitive training in enhancing motivation and cognitive functions in individuals with chronic stroke.基于虚拟现实的认知训练在增强慢性中风患者动机和认知功能方面的作用。
Sci Rep. 2025 Jul 12;15(1):25258. doi: 10.1038/s41598-025-08173-1.

本文引用的文献

1
Effects of exposure to immersive computer-generated virtual nature and control environments on affect and cognition.沉浸式计算机生成的虚拟自然环境和对照环境对情感和认知的影响。
Sci Rep. 2023 Jan 5;13(1):220. doi: 10.1038/s41598-022-26750-6.
2
Detecting and predicting visually induced motion sickness with physiological measures in combination with machine learning techniques.利用生理测量和机器学习技术检测和预测视觉诱导的晕动病。
Int J Psychophysiol. 2022 Jun;176:14-26. doi: 10.1016/j.ijpsycho.2022.03.006. Epub 2022 Mar 16.
3
Motion sickness: current concepts and management.
运动病:当前的概念和管理。
Curr Opin Neurol. 2022 Feb 1;35(1):107-112. doi: 10.1097/WCO.0000000000001018.
4
How to Get There When You Are There Already? Defining Presence in Virtual Reality and the Importance of Perceived Realism.当你已身处其境时如何到达那里?定义虚拟现实中的临场感以及感知真实感的重要性。
Front Psychol. 2021 May 6;12:628298. doi: 10.3389/fpsyg.2021.628298. eCollection 2021.
5
Hazard Perception, Presence, and Simulation Sickness-A Comparison of Desktop and Head-Mounted Display for Driving Simulation.危险感知、存在性与模拟晕动症——桌面式显示器与头戴式显示器在驾驶模拟中的比较
Front Psychol. 2021 Apr 22;12:647723. doi: 10.3389/fpsyg.2021.647723. eCollection 2021.
6
Neuropsychological Approaches to Visually-Induced Vection: an Overview and Evaluation of Neuroimaging and Neurophysiological Studies.神经心理学方法对视诱导运动错觉的研究:神经影像学和神经生理学研究的综述与评价。
Multisens Res. 2020 Aug 17;34(2):153-186. doi: 10.1163/22134808-bja10035.
7
Virtual Reality Is Sexist: But It Does Not Have to Be.虚拟现实存在性别歧视:但并非必然如此。
Front Robot AI. 2020 Jan 31;7:4. doi: 10.3389/frobt.2020.00004. eCollection 2020.
8
Factors Associated With Virtual Reality Sickness in Head-Mounted Displays: A Systematic Review and Meta-Analysis.头戴式显示器中与虚拟现实疾病相关的因素:系统评价与荟萃分析。
Front Hum Neurosci. 2020 Mar 31;14:96. doi: 10.3389/fnhum.2020.00096. eCollection 2020.
9
Presence and Cybersickness in Virtual Reality Are Negatively Related: A Review.虚拟现实中的临场感与晕动症呈负相关:一项综述。
Front Psychol. 2019 Feb 4;10:158. doi: 10.3389/fpsyg.2019.00158. eCollection 2019.
10
Immersion and the illusion of presence in virtual reality.虚拟现实中的沉浸感和临场感。
Br J Psychol. 2018 Aug;109(3):431-433. doi: 10.1111/bjop.12305. Epub 2018 May 21.