BalanceVR: balance training to increase tolerance to cybersickness in immersive virtual reality

Abstract Cybersickness (CS) is a serious usability problem in virtual reality (VR). Postural instability theory has emerged as one major hypothesis for the cause of CS. Based on such a hypothesis, we present two experiments to observe the trends in users’ trained balance ability with respect to their susceptibilities to CS. The first experiment (as a preliminary study) evaluated the effects of 2-week balance training under three different operational conditions: training in VR (VRT), training in non-immersive media with a 2D projection display (2DT), and VR exposure without any training (VRO; Baseline). The effect toward CS was tested not only in the training space but also in a different VR content to observe for any transfer effect. As results clearly indicated that the non-VR 2DT was ineffective in gaining any significant tolerance to CS, we conducted a follow-up second experiment with 1-week balance training, focusing on comparing only the VRT and VRO conditions. Overall, the experimental findings have shown, aside from the obvious improvement in balance performance itself, that accompanying balance training had the stronger effect of increasing tolerance to CS than mere exposure to VR. Furthermore, the tolerance to CS developed through VR balance training exhibited a transfer effect, that is, with reduced levels of CS in another VR content (not used during the training sessions).

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Publication Details

Journal
Virtual Reality
Published
2025-02-12
DOI
https://doi.org/10.1007/s10055-024-01097-7
Citations
10
Primary Topic
Virtual Reality Applications and Impacts
Type
article
Field-Weighted Citation Impact
19.36

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article

BalanceVR: balance training to increase tolerance to cybersickness in immersive virtual reality

Gerard Kim, Yechan Yang, Hanseob Kim, Minchae Kim et al.
10 citations
Virtual Reality
Virtual Reality Applications and Impacts
19.36
article

BalanceVR: balance training to increase tolerance to cybersickness in immersive virtual reality

Gerard Kim, Yechan Yang, Hanseob Kim, Minchae Kim, Seong-Hoon Kang
article en
10 citations

Abstract

Abstract Cybersickness (CS) is a serious usability problem in virtual reality (VR). Postural instability theory has emerged as one major hypothesis for the cause of CS. Based on such a hypothesis, we present two experiments to observe the trends in users’ trained balance ability with respect to their susceptibilities to CS. The first experiment (as a preliminary study) evaluated the effects of 2-week balance training under three different operational conditions: training in VR (VRT), training in non-immersive media with a 2D projection display (2DT), and VR exposure without any training (VRO; Baseline). The effect toward CS was tested not only in the training space but also in a different VR content to observe for any transfer effect. As results clearly indicated that the non-VR 2DT was ineffective in gaining any significant tolerance to CS, we conducted a follow-up second experiment with 1-week balance training, focusing on comparing only the VRT and VRO conditions. Overall, the experimental findings have shown, aside from the obvious improvement in balance performance itself, that accompanying balance training had the stronger effect of increasing tolerance to CS than mere exposure to VR. Furthermore, the tolerance to CS developed through VR balance training exhibited a transfer effect, that is, with reduced levels of CS in another VR content (not used during the training sessions).

Virtual RealityVol. 29(1)
Korea University (KR), Korea University (JP), Korea Institute of Science and Technology (KR)
Korea Institute for Advancement of Technology, National Research Foundation of Korea, Iran Telecommunication Research Center, Institute for Information and Communications Technology Promotion
Openalex Percentile: Top 1%
Virtual Reality Applications and Impacts
19.36
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