Motion Sickness in Virtual Reality Environments

Virtual reality (VR) refers to a computer-simulated experience that mimics a variety of specific physical surroundings to immerse the user in a virtual environment (VRE). Although the use of VR has provided many benefits, this technology does carry potential adverse physical effects. VR sickness occurs when a person's exposure to a VRE causes symptoms similar to traditional motion sickness. These symptoms are normally present in most VREs, but have shown to be more apparent in a horror VRE versus a pleasant VRE. Previous research observed adult heart rate and blood pressure were more elevated in a horror VRE versus a pleasant one. In this experiment motion sickness scores in adolescents were examined in a horror VR environment compared to a pleasant environment in 14 participants (11 female and 3 male, mean age 18) and confirmed through the measurement of heart rate (HR), blood pressure (BP), galvanic skin response (GSR), and a VR Presence survey. The experiment was split into two sessions; participants played both the pleasant VRE and the horror VRE with a 2-3 day time period between sessions. GSR, HR, BP, and symptoms of motion sickness were measured before and after VR play. A VR presence survey was given after play to ensure full participation in the VRE. Motion Sickness scores were higher in the Horror VRE (p= 0.0001). HR, BP, and GSR showed no significant differences. Results support the hypothesis that Motion Sickness scores would be higher in the Horror VRE versus the Pleasant VRE in adolescents.

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Publication Details

Journal
Journal of Student Research
Published
2024-08-31
DOI
https://doi.org/10.47611/jsrhs.v13i3.6932
Primary Topic
Virtual Reality Applications and Impacts
Type
article
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article

Motion Sickness in Virtual Reality Environments

Mindy Ray, Eboni Smith, Maren LaLiberty
Journal of Student Research
Virtual Reality Applications and Impacts
article

Motion Sickness in Virtual Reality Environments

Mindy Ray, Eboni Smith, Maren LaLiberty
article en

Abstract

Virtual reality (VR) refers to a computer-simulated experience that mimics a variety of specific physical surroundings to immerse the user in a virtual environment (VRE). Although the use of VR has provided many benefits, this technology does carry potential adverse physical effects. VR sickness occurs when a person's exposure to a VRE causes symptoms similar to traditional motion sickness. These symptoms are normally present in most VREs, but have shown to be more apparent in a horror VRE versus a pleasant VRE. Previous research observed adult heart rate and blood pressure were more elevated in a horror VRE versus a pleasant one. In this experiment motion sickness scores in adolescents were examined in a horror VR environment compared to a pleasant environment in 14 participants (11 female and 3 male, mean age 18) and confirmed through the measurement of heart rate (HR), blood pressure (BP), galvanic skin response (GSR), and a VR Presence survey. The experiment was split into two sessions; participants played both the pleasant VRE and the horror VRE with a 2-3 day time period between sessions. GSR, HR, BP, and symptoms of motion sickness were measured before and after VR play. A VR presence survey was given after play to ensure full participation in the VRE. Motion Sickness scores were higher in the Horror VRE (p= 0.0001). HR, BP, and GSR showed no significant differences. Results support the hypothesis that Motion Sickness scores would be higher in the Horror VRE versus the Pleasant VRE in adolescents.

Journal of Student ResearchVol. 13(3)
Openalex Percentile: Top 69%
Virtual Reality Applications and Impacts
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