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Main Authors: Kang, Seonghoon, Yang, Yechan, Kim, Gerard Jounghyun, Kim, Hanseob
Format: Preprint
Published: 2023
Subjects:
Online Access:https://arxiv.org/abs/2308.05276
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author Kang, Seonghoon
Yang, Yechan
Kim, Gerard Jounghyun
Kim, Hanseob
author_facet Kang, Seonghoon
Yang, Yechan
Kim, Gerard Jounghyun
Kim, Hanseob
contents Cybersickness is a serious usability problem in virtual reality. Postural (or balance) instability theory has emerged as one of the major hypotheses for the cause of cybersickness. In this paper, we conducted a two-week-long experiment to observe the trends in user balance learning and sickness tolerance under different experimental conditions to analyze the potential inter-relationship between them. The experimental results have shown, aside from the obvious improvement in balance performance itself, that accompanying balance training had a stronger effect of increasing tolerance to cybersickness than mere exposure to VR. In addition, training in immersive VR was found to be more effective than using the 2D-based non-immersive medium, especially for the transfer effect to other non-training VR content.
format Preprint
id arxiv_https___arxiv_org_abs_2308_05276
institution arXiv
publishDate 2023
record_format arxiv
spellingShingle BalanceVR: Balance Training to Increase Tolerance to Cybersickness in Immersive Virtual Reality
Kang, Seonghoon
Yang, Yechan
Kim, Gerard Jounghyun
Kim, Hanseob
Human-Computer Interaction
Cybersickness is a serious usability problem in virtual reality. Postural (or balance) instability theory has emerged as one of the major hypotheses for the cause of cybersickness. In this paper, we conducted a two-week-long experiment to observe the trends in user balance learning and sickness tolerance under different experimental conditions to analyze the potential inter-relationship between them. The experimental results have shown, aside from the obvious improvement in balance performance itself, that accompanying balance training had a stronger effect of increasing tolerance to cybersickness than mere exposure to VR. In addition, training in immersive VR was found to be more effective than using the 2D-based non-immersive medium, especially for the transfer effect to other non-training VR content.
title BalanceVR: Balance Training to Increase Tolerance to Cybersickness in Immersive Virtual Reality
topic Human-Computer Interaction
url https://arxiv.org/abs/2308.05276