cybersick - A Discussion of Cybersickness in Virtual...

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SIG CHI Bulletin Volume 32, Number 1 January 2000 47 Abstract An important and troublesome problem with current virtual environment (VE) technology is the tendency for some users to exhibit symptoms that parallel symptoms of classical motion sickness both during and after the VE experience. This type of sickness, cybersickness, is distinct from motion sickness in that the user is often stationary but has a compel- ling sense of self motion through moving visual imagery. Unfortunately, there are many factors that can cause cyber- sickness and there is no foolproof method for eliminating the problem. In this paper, I discuss a number of the primary factors that contribute to the cause of cybersickness, describe three conflicting cybersickness theories that have been postulated, and discuss some possible methods for reducing cybersickness in VEs. Introduction Virtual reality 1 (VR) is a promising technology which in recent years has become more and more popuar[33]. The ability to immerse a user in a virtual world through the use of 3D real-time computer graphics and advanced display devices such as head mounted displays (HMDs) or Caves[5] has been shown to be beneficial in a number of applications like education, entertainment, engineering, driving simula- tion, and flight simulation. However, a troublesome prob- lem with VR is that, in some cases, users develop symptoms that are similar to the common symptoms found when peo- ple get motion sick. Users who exhibit these type of motion sickness-like symptoms suffer from a malady called cyber- sickness. There are a number of symptoms that can occur due to cybersickness and motion sickness which include: • Eye strain • Headache • Pallor • Sweating • Dryness of mouth • Fullness of stomach • Disorientation • Vertigo 2 • Ataxia 3 • Nausea • Vomiting. Although both motion sickness and cybersickness produce the same types of symptoms, they are not necessarily the same thing. With the former, vestibular stimulation alone can be sufficient to induce motion sickness[24], although vision can also be a contributing factor[17]. With the latter, sickness can occur strictly with visual stimulation and no vestibular stimulation. However, there is no one exact cause 1. The terms virtual reality and virtual environments are equivalent for the purposes of this paper and will be used interchangeably. 2. Vertigo is a disordered state where the individuals sur- roundings appear to swirl dizzily. 3. 3. Ataxia is postural disequilibrium or a lack of coordina- tion. A Discussion of Cybersickness in Virtual Environments Joseph J. LaViola Jr.
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48 January 2000 Volume 32, Number 1 SIG CHI Bulletin for cybersickness and is often described as a polygenic sick- ness[16]. Consequences and Implications of Cybersickness
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This note was uploaded on 06/13/2011 for the course CAP 6938 taught by Professor Staff during the Spring '08 term at University of Central Florida.

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cybersick - A Discussion of Cybersickness in Virtual...

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