Auflistung nach Schlagwort "cybersickness"
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- KonferenzbeitragThe cybersickness susceptibility questionnaire: predicting virtual reality tolerance(Mensch und Computer 2020 - Tagungsband, 2020) Freiwald, Jann Philipp; Göbel, Yvonne; Mostajeran, Fariba; Steinicke, FrankIn this paper we propose the Cybersickness Susceptibility Questionnaire (CSSQ), which predicts the likeliness of a user experiencing cybersickness related symptoms when exposed to virtual reality (VR). The items on this questionnaire were compiled from several previous works that have demonstrated the influence of various biological, chemical and psychological factors on the human senses and nervous system. A pilot study with 24 participants showed a correlation between CSSQ items and the perceived cybersickness during and after a virtual roller coaster ride. A high mean value in the CSSQ indicates a stronger perception of cybersickness during and after the exposure to VR.
- KonferenzbeitragA Distributed Virtual Reality Study Under COVID-19 Conditions - Comparing Continuous and Non-Continuous Locomotion Techniques in Mobile VR(Mensch und Computer 2021 - Tagungsband, 2021) Dresel, Markus; Jochems, NicoleThe ongoing COVID-19 pandemic complicates empirical virtual reality (VR) research and especially laboratory studies. As an alternative study design, we conducted a distributed VR study that took place in the participants’ homes, using mobile VR goggles and personal smartphones. We investigated the influence of two different locomotion techniques on presence, usability, and cybersickness. Subjects were asked to solve a navigation task once with the continuous “Look-Down-to-Move” technique and once with the non-continuous “Point-And-Teleport” technique. Surprisingly, the two locomotion techniques performed comparably well on all variables assessed. The study design showed to be understandable and conductible for the subjects. However, we found that (1) hardware limitations of the used smartphones and (2) confounding factors that are beyond the control of the experimenters could have distorted the results of the study.We propose using uniform hardware and imposing stricter rules for participation to achieve more controlled conditions. Our results hint that the impact of the continuity of locomotion on presence, usability, and cybersickness may be less severe in the context of mobile VR than in immersive high-end VR devices. If these findings are corroborated by subsequent studies, they could provide designers of mobile virtual environments (VEs) with more flexibility when developing a suitable locomotion technique for their application.
- KonferenzbeitragGenerating an Environment for Socializing Between Older Adults in a VR Supermarket(INFORMATIK 2023 - Designing Futures: Zukünfte gestalten, 2023) Walchshäusl, Sebastian; Eichhorn, Christian; Plecher, David A.; Simecek, Tim; Klinker, Gudrun; Hiyama, Atsushi; Inami, MatsukoSocialization is crucial for the well-being of individuals, but elderly people often face challenges due to physical and psychological issues, as well as the COVID-19 pandemic. To address this issue, a novel approach has been developed using a Japanese Virtual Reality (VR) supermarket, where older adults can purchase products that could be delivered to their homes while socializing with others in a familiar environment. The VR supermarket is based on Japanese supermarket shelf layouts, with hand-tracking and gestures used for interaction. Avatars, attached with images of the participants and their synchronized voice input are used to represent them. In a user study involving 14 older adults, the application was found to be effective for social communication, and potential negative effects such as cybersickness were successfully mitigated. The VR supermarket thus provides a valuable tool for older adults to socialize and meet their need to interact with people from the same age group, even in isolation (pandemic scenario).