2014 · 123 citations · 21 references
ComputingBehavioral SciencesPsychologyBehavioral HealthImmersive VisualizationPsychometricsImmersive MediaMotion SicknessVirtual RealityGame PlayMotion Sickness AssessmentMotion Sickness HistorySusceptibility To Motion SicknessVirtual Reality GamesVirtual Reality Motion SicknessVirtual Reality Sickness
We examined background characteristics of virtual reality participants in order to determine correlations to cybersickness. As 3D media and new VR display technologies from companies such as Occulus and Sony become more popular, the incidence of cybersickness is likely to increase. Understanding the impact of individual backgrounds on susceptibility can help shed light on which individuals are more likely to be impacted. Past history of motion sickness and video game play have the best predictive power of cybersickness of the factors studied. A model to estimate the likelihood of cybersickness using background characteristics is posed.
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A questionnaire for the assessment of the multiple dimensions of motion sickness.
Peter J. Gianaros, Eric R. Muth, J. Toby Mordkoff et al. · PubMed · 2001 · 304 citations
Kay M. Stanney, Kelly Hale, Isabelina Nahmens et al. · Human Factors The Journal of the Human Factors and Ergonomics Society · 2003 · 260 citations · Full text