Understanding Cybersickness and Presence in Seated VR: A Foundation for Exploring Therapeutic Applications of Immersive Virtual Environments
Identifikátory výsledku
Kód výsledku v IS VaVaI
<a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F65269705%3A_____%2F25%3A00081906" target="_blank" >RIV/65269705:_____/25:00081906 - isvavai.cz</a>
Nalezeny alternativní kódy
RIV/00216224:14110/25:00141294
Výsledek na webu
<a href="https://www.mdpi.com/2077-0383/14/8/2718" target="_blank" >https://www.mdpi.com/2077-0383/14/8/2718</a>
DOI - Digital Object Identifier
<a href="http://dx.doi.org/10.3390/jcm14082718" target="_blank" >10.3390/jcm14082718</a>
Alternativní jazyky
Jazyk výsledku
angličtina
Název v původním jazyce
Understanding Cybersickness and Presence in Seated VR: A Foundation for Exploring Therapeutic Applications of Immersive Virtual Environments
Popis výsledku v původním jazyce
Background/Objectives: To assess the spatial presence and impact of an immersive virtual reality (VR) walk on symptoms of cybersickness, emotions, and participant engagement, with the aim of providing insights applicable to future therapeutic VR interventions for individuals with limited mobility. Methods: The experiment involved 30 healthy individuals who used VR headsets while seated on chairs to experience a 360o virtual tour of the Venice Canals in Los Angeles. The effect of immersion was evaluated using the Virtual Reality Sickness Questionnaire (VRSQ) to measure cybersickness symptoms, the International Positive and Negative Affect Schedule-Short Form (I-PANAS-SF) to assess emotions, the Spatial Presence Experience Scale (SPES) to evaluate spatial presence, and the Flow State Scale (FSS) to quantify the flow state. Results: The results indicated that the virtual walk elicited both positive and negative reactions. The increase in eye strain (+0.66), general discomfort (+0.6), and headache (+0.43) was achieved in the VRSQ scale. Despite experiencing nausea and oculomotor symptoms, participants reported a high level of flow (range of scale items from 3.47 to 3.70), suggesting a beneficial impact of immersion on their well-being. Furthermore, the analysis of the I-PANAS-SF results revealed a predominance of positive emotions, indicating a favorable perception of the experience. However, the SPES scores exhibited variability in the perception of spatial presence (mean spatial presence score 3.74, SD 2.06), likely influenced by the characteristics of the visual material used. Conclusions: Overall, the immersive VR walk, despite the potential risk of cybersickness symptoms, as a seated passive exploration still promoted feelings of satisfaction and fulfillment, allowing the participants to actively engage with the virtual environment. These findings suggest that seated VR experiences hold promise as a tool for promoting well-being, but further research is needed to address cybersickness and optimize VR content for therapeutic use in populations with limited mobility.
Název v anglickém jazyce
Understanding Cybersickness and Presence in Seated VR: A Foundation for Exploring Therapeutic Applications of Immersive Virtual Environments
Popis výsledku anglicky
Background/Objectives: To assess the spatial presence and impact of an immersive virtual reality (VR) walk on symptoms of cybersickness, emotions, and participant engagement, with the aim of providing insights applicable to future therapeutic VR interventions for individuals with limited mobility. Methods: The experiment involved 30 healthy individuals who used VR headsets while seated on chairs to experience a 360o virtual tour of the Venice Canals in Los Angeles. The effect of immersion was evaluated using the Virtual Reality Sickness Questionnaire (VRSQ) to measure cybersickness symptoms, the International Positive and Negative Affect Schedule-Short Form (I-PANAS-SF) to assess emotions, the Spatial Presence Experience Scale (SPES) to evaluate spatial presence, and the Flow State Scale (FSS) to quantify the flow state. Results: The results indicated that the virtual walk elicited both positive and negative reactions. The increase in eye strain (+0.66), general discomfort (+0.6), and headache (+0.43) was achieved in the VRSQ scale. Despite experiencing nausea and oculomotor symptoms, participants reported a high level of flow (range of scale items from 3.47 to 3.70), suggesting a beneficial impact of immersion on their well-being. Furthermore, the analysis of the I-PANAS-SF results revealed a predominance of positive emotions, indicating a favorable perception of the experience. However, the SPES scores exhibited variability in the perception of spatial presence (mean spatial presence score 3.74, SD 2.06), likely influenced by the characteristics of the visual material used. Conclusions: Overall, the immersive VR walk, despite the potential risk of cybersickness symptoms, as a seated passive exploration still promoted feelings of satisfaction and fulfillment, allowing the participants to actively engage with the virtual environment. These findings suggest that seated VR experiences hold promise as a tool for promoting well-being, but further research is needed to address cybersickness and optimize VR content for therapeutic use in populations with limited mobility.
Klasifikace
Druh
J<sub>imp</sub> - Článek v periodiku v databázi Web of Science
CEP obor
—
OECD FORD obor
30218 - General and internal medicine
Návaznosti výsledku
Projekt
—
Návaznosti
I - Institucionalni podpora na dlouhodoby koncepcni rozvoj vyzkumne organizace
Ostatní
Rok uplatnění
2025
Kód důvěrnosti údajů
S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů
Údaje specifické pro druh výsledku
Název periodika
Journal of Clinical Medicine
ISSN
2077-0383
e-ISSN
2077-0383
Svazek periodika
14
Číslo periodika v rámci svazku
8
Stát vydavatele periodika
CH - Švýcarská konfederace
Počet stran výsledku
13
Strana od-do
2718
Kód UT WoS článku
001475566900001
EID výsledku v databázi Scopus
2-s2.0-105003399820