Exploring the Impact of Physical vs. Artificial Motion on Immersion, Usability, and Cybersickness in Virtual Environments

Virtual reality (VR) technology has gained considerable attention in recent years due to its potential in providing immersive experiences. However, challenges remain in creating VR environments that balance immersion, usability, and minimizing cybersickness. This study examines the effects of physical and artificial motion on immersion, usability, and cybersickness in VR. Through a mixed-methods approach, participants are exposed to VR experiences incorporating different levels of physical and artificial motion. Immersion is assessed using subjective evaluations and physiological measurements, encompassing presence, engagement, and emotional responses. Usability is evaluated through user interaction, task performance, and cognitive workload measures. Cybersickness, a common adverse effect, is measured using self-report questionnaires and physiological indicators. Preliminary findings indicate that physical and artificial motion significantly influence immersion, usability, and cybersickness in VR. Increased physical motion enhances user immersion, fostering a heightened sense of presence and emotional engagement. However, excessive motion may lead to higher cybersickness levels and reduced usability due to discomfort and disorientation. Artificial motion techniques, such as redirected walking and dynamic field-of-view adaptation, show promise in mitigating cybersickness while maintaining immersion and usability. These findings have implications for VR developers, designers, and researchers seeking to create compelling and user-friendly experiences. Understanding the effects of physical and artificial motion on immersion, usability, and cybersickness can inform the optimization of VR environments, striking a balance between realism and user comfort. Further research is warranted to refine motion techniques and explore individual differences in cybersickness susceptibility, ultimately facilitating the widespread adoption of VR across various domains.

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Publication Details

Published
2024-12-06
DOI
https://doi.org/10.1109/icaitpr63242.2024.10960045
Citations
1
Primary Topic
Virtual Reality Applications and Impacts
Type
article
Field-Weighted Citation Impact
0.37
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article

Exploring the Impact of Physical vs. Artificial Motion on Immersion, Usability, and Cybersickness in Virtual Environments

G. Fayaz Hussain, A. Heena
1 citations
Virtual Reality Applications and Impacts
0.37
article

Exploring the Impact of Physical vs. Artificial Motion on Immersion, Usability, and Cybersickness in Virtual Environments

G. Fayaz Hussain, A. Heena
article en
1 citations

Abstract

Virtual reality (VR) technology has gained considerable attention in recent years due to its potential in providing immersive experiences. However, challenges remain in creating VR environments that balance immersion, usability, and minimizing cybersickness. This study examines the effects of physical and artificial motion on immersion, usability, and cybersickness in VR. Through a mixed-methods approach, participants are exposed to VR experiences incorporating different levels of physical and artificial motion. Immersion is assessed using subjective evaluations and physiological measurements, encompassing presence, engagement, and emotional responses. Usability is evaluated through user interaction, task performance, and cognitive workload measures. Cybersickness, a common adverse effect, is measured using self-report questionnaires and physiological indicators. Preliminary findings indicate that physical and artificial motion significantly influence immersion, usability, and cybersickness in VR. Increased physical motion enhances user immersion, fostering a heightened sense of presence and emotional engagement. However, excessive motion may lead to higher cybersickness levels and reduced usability due to discomfort and disorientation. Artificial motion techniques, such as redirected walking and dynamic field-of-view adaptation, show promise in mitigating cybersickness while maintaining immersion and usability. These findings have implications for VR developers, designers, and researchers seeking to create compelling and user-friendly experiences. Understanding the effects of physical and artificial motion on immersion, usability, and cybersickness can inform the optimization of VR environments, striking a balance between realism and user comfort. Further research is warranted to refine motion techniques and explore individual differences in cybersickness susceptibility, ultimately facilitating the widespread adoption of VR across various domains.

St. John's College of Nursing (US)
Openalex Percentile: Top 34%
Virtual Reality Applications and Impacts
0.37
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