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Cyber sickness in low‑immersive, semi‑immersive, and fully immersive virtual reality

Identifikátory výsledku

  • Kód výsledku v IS VaVaI

    <a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F49777513%3A23210%2F22%3A43962208" target="_blank" >RIV/49777513:23210/22:43962208 - isvavai.cz</a>

  • Nalezeny alternativní kódy

    RIV/49777513:23520/22:43962208

  • Výsledek na webu

    <a href="https://link.springer.com/article/10.1007/s10055-021-00507-4" target="_blank" >https://link.springer.com/article/10.1007/s10055-021-00507-4</a>

  • DOI - Digital Object Identifier

    <a href="http://dx.doi.org/10.1007/s10055-021-00507-4" target="_blank" >10.1007/s10055-021-00507-4</a>

Alternativní jazyky

  • Jazyk výsledku

    angličtina

  • Název v původním jazyce

    Cyber sickness in low‑immersive, semi‑immersive, and fully immersive virtual reality

  • Popis výsledku v původním jazyce

    It is known that virtual reality (VR) experience may cause cyber sickness. One aspect of VR is an immersion or otherwise sense of presence, the sense of feeling oneself in a virtual world. In this paper an experiment which was conducted in order to find the link between level of immersion and cyber sickness felt by participants is presented. Eighty-nine participants aged between 19 and 36 years have been equally divided into four groups with different level of VR immersion. The lowimmersive group was represented by PC with monoscopic screen, the semi-immersive group was represented by CAVE with stereoscopic projector, the fully immersive group was represented by VR head-mounted display, and the last group was the control group without any kind of immersion. The task for the participants was to navigate through the maze for a specified amount of time (10 min). The Simulator Sickness Questionnaire was used as a subjective measure tool for cyber sickness level and Grooved Pegboard Test for assessing the fine dexterity, both before and after the experiment. Regarding the time spend in VR the fully immersive environment had the biggest problems as more than half of the participants had to stop before 10 min (p &lt; 0.001). Concerning the cyber sickness, the significant increase in nausea score between pre-test and posttest scores has been observed in semi-immersive group (p = 0.0018) and fully immersive group (p &lt; 0.0001). The increase in oculomotor score was smaller. The significant difference was noted only in fully immersive group (p = 0.0449). In spite of great nausea factor after the VR immersion the participants did not show a decrease of fine dexterity in any group (p &lt; 0.001).

  • Název v anglickém jazyce

    Cyber sickness in low‑immersive, semi‑immersive, and fully immersive virtual reality

  • Popis výsledku anglicky

    It is known that virtual reality (VR) experience may cause cyber sickness. One aspect of VR is an immersion or otherwise sense of presence, the sense of feeling oneself in a virtual world. In this paper an experiment which was conducted in order to find the link between level of immersion and cyber sickness felt by participants is presented. Eighty-nine participants aged between 19 and 36 years have been equally divided into four groups with different level of VR immersion. The lowimmersive group was represented by PC with monoscopic screen, the semi-immersive group was represented by CAVE with stereoscopic projector, the fully immersive group was represented by VR head-mounted display, and the last group was the control group without any kind of immersion. The task for the participants was to navigate through the maze for a specified amount of time (10 min). The Simulator Sickness Questionnaire was used as a subjective measure tool for cyber sickness level and Grooved Pegboard Test for assessing the fine dexterity, both before and after the experiment. Regarding the time spend in VR the fully immersive environment had the biggest problems as more than half of the participants had to stop before 10 min (p &lt; 0.001). Concerning the cyber sickness, the significant increase in nausea score between pre-test and posttest scores has been observed in semi-immersive group (p = 0.0018) and fully immersive group (p &lt; 0.0001). The increase in oculomotor score was smaller. The significant difference was noted only in fully immersive group (p = 0.0449). In spite of great nausea factor after the VR immersion the participants did not show a decrease of fine dexterity in any group (p &lt; 0.001).

Klasifikace

  • Druh

    J<sub>imp</sub> - Článek v periodiku v databázi Web of Science

  • CEP obor

  • OECD FORD obor

    20301 - Mechanical engineering

Návaznosti výsledku

  • Projekt

  • Návaznosti

    S - Specificky vyzkum na vysokych skolach

Ostatní

  • Rok uplatnění

    2022

  • Kód důvěrnosti údajů

    S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů

Údaje specifické pro druh výsledku

  • Název periodika

    Virtual Reality

  • ISSN

    1359-4338

  • e-ISSN

    1434-9957

  • Svazek periodika

    26

  • Číslo periodika v rámci svazku

    1

  • Stát vydavatele periodika

    GB - Spojené království Velké Británie a Severního Irska

  • Počet stran výsledku

    18

  • Strana od-do

    15-32

  • Kód UT WoS článku

    000652111800001

  • EID výsledku v databázi Scopus

    2-s2.0-85106345768