Analysis of cybersickness during immersion and movement in virtual reality
Abstract
VR is increasingly being used to solve problems in various fields, but the problem of motion sickness remains unresolved. Despite the widespread adoption of this technology and its accessibility to ordinary users, many have encountered the problem of poor tolerance (or even intolerance) to VR technology. Modern equipment has now resolved a number of technical issues. One of the main factors that triggers motion sickness is movement in virtual reality (VLT). It is necessary to customize the application for a wide range of users based on a number of technical parameters, tailored specifically to each user or group. This paper examines basic locomotion techniques, such as smooth joystick movement and instant teleportation. Hypotheses regarding the existing relationship between the level of subjective discomfort after performing basic actions in VR and the severity of discomfort associated with a drop-in frame rate are considered. A user group's discomfort was analyzed, and the actions causing the greatest discomfort were identified. This analysis allows us to identify the most significant factors (checkpoints) of discomfort and determine the parameters that increase the level of discomfort when paired with another factor, which subsequently allows us to formulate clearer recommendations for the application being developed. A correlation analysis was also conducted between the level of discomfort associated with movement and the level of discomfort with a drop-in frame rate. The obtained data demonstrate that different user samples react to virtual reality differently.
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