Effects of social interaction on virtual reality cybersickness

被引:1
作者
Yang, Yifan [1 ,2 ]
Sun, Xu [1 ,3 ]
Zhang, Yaorun [1 ]
Zhang, Han [1 ]
Sun, Xiaotong [1 ,2 ]
Yang, Canjun [2 ]
Jing, Ying [4 ]
Zhang, Sheng [1 ,2 ]
机构
[1] Univ Nottingham, Fac Sci & Engn, Ningbo, Peoples R China
[2] Zhejiang Univ, Ningbo Innovat Ctr, Sch Mech Engn, State Key Lab Fluid Power & Mechatron Syst, Ningbo, Peoples R China
[3] Univ Nottingham, Nottingham Ningbo China Beacons Excellence Res & I, Ningbo, Peoples R China
[4] NingboTech Univ, Business Sch, Ningbo, Peoples R China
关键词
Social interaction; Cybersickness; Virtual reality; Psychophysiological measurement; Machine learning; INDUCED MOTION SICKNESS; SIMULATOR SICKNESS; PERFORMANCE; IMMERSION; SYMPTOMS; MUSIC; PLAY;
D O I
10.1016/j.displa.2023.102512
中图分类号
TP3 [计算技术、计算机技术];
学科分类号
0812 ;
摘要
Cybersickness is a well-known issue that creates barriers to the broad usage of virtual reality (VR) in real-life scenarios. It is essential to explore the factors influencing cybersickness and intervention strategies to alleviate cybersickness. In this study, social interaction is considered a potentially promising approach to addressing cybersickness. A total of 30 participants were recruited to join both social and solitary experimental tasks in VR experiments. The subjective and objective experiences in relation to cybersickness in VR were collected. The results indicated that social interaction could mitigate the sense of cybersickness. Significant differences were observed in verbally rated cybersickness, physiological measurements, and machine learning classifications. Random forest models were constructed to classify the severity of VR cybersickness and identify the feature importance in detecting cybersickness. This study is the first to explore the role of social interaction in VR cybersickness and raises new possibilities for researchers and designers to address this issue.
引用
收藏
页数:12
相关论文
共 76 条
[31]   Pleasant music as a countermeasure against visually induced motion sickness [J].
Keshavarz, Behrang ;
Hecht, Heiko .
APPLIED ERGONOMICS, 2014, 45 (03) :521-527
[32]   Validating an Efficient Method to Quantify Motion Sickness [J].
Keshavarz, Behrang ;
Hecht, Heiko .
HUMAN FACTORS, 2011, 53 (04) :415-426
[33]  
Kim Y.S., 2022, Jmir Serious Games, V10
[34]   A Knowledge Discovery in Motion Sickness: A Comprehensive Literature Review [J].
Koohestani, Afsaneh ;
Nahavandi, Darius ;
Asadi, Houshyar ;
Kebria, Parham M. ;
Khosravi, Abbas ;
Alizadehsani, Roohallah ;
Nahavandi, Saeid .
IEEE ACCESS, 2019, 7 :85755-85770
[35]   Roles of Orientation in Tabletop Collaboration: Comprehension, Coordination and Communication [J].
Russell Kruger ;
Sheelagh Carpendale ;
Stacey D. Scott ;
Saul Greenberg .
Computer Supported Cooperative Work (CSCW), 2004, 13 (5-6) :501-537
[36]  
La Viola J. J. Jr., 2000, SIGCHI Bulletin, V32, P47, DOI 10.1145/333329.333344
[37]   Perceiving a Mind in a Chatbot: Effect of Mind Perception and Social Cues on Co-presence, Closeness, and Intention to Use [J].
Lee, Sangwon ;
Lee, Naeun ;
Sah, Young June .
INTERNATIONAL JOURNAL OF HUMAN-COMPUTER INTERACTION, 2020, 36 (10) :930-940
[38]   Multimodal Biosensing for Vestibular Network-Based Cybersickness Detection [J].
Li, Gang ;
McGill, Mark ;
Brewster, Stephen ;
Chen, Chao Ping ;
Anguera, Joaquin A. ;
Gazzaley, Adam ;
Pollick, Frank .
IEEE JOURNAL OF BIOMEDICAL AND HEALTH INFORMATICS, 2022, 26 (06) :2469-2480
[39]   Evaluating the effects of collaboration and competition in navigation tasks and spatial knowledge acquisition within virtual reality environments [J].
Liang, Hai-Ning ;
Lu, Feiyu ;
Shi, Yuwei ;
Nanjappan, Vijayakumar ;
Papangelis, Konstantinos .
FUTURE GENERATION COMPUTER SYSTEMS-THE INTERNATIONAL JOURNAL OF ESCIENCE, 2019, 95 :855-866
[40]   Effect of economically friendly acustimulation approach against cybersickness in video-watching tasks using consumer virtual reality devices [J].
Liu, Ruijun ;
Zhuang, Chu ;
Yang, Rui ;
Ma, Liang .
APPLIED ERGONOMICS, 2020, 82