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| Main Authors: | , , , |
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| Format: | Preprint |
| Published: |
2023
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| Subjects: | |
| Online Access: | https://arxiv.org/abs/2308.05276 |
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| _version_ | 1866910410548969472 |
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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 |