2023/08/10 by Seong-Hoon Kang, Kang, Seonghoon, Yechan Yang +5
Computer Science · #FOS: Computer and information sciences #Human-Computer Interaction (cs.HC) #Image and Video Quality Assessment #Virtual Reality Applications and Impacts
paper · pdf · doi:10.48550/arxiv.2308.05276
openalex publication_date 2023/08/10 · openalex created_date 2023/08/12 · openalex updated_date 2026/07/28
Cybersickness is a serious usability problem in virtual reality. Postural (or balance) instability theory has emerged as one of the major hypotheses for the cause of cybersickness. In this paper, we conducted a two-week-long experiment to observe the trends in user balance learning and sickness tolerance under different experimental conditions to analyze the potential inter-relationship between them. The experimental results have shown, aside from the obvious improvement in balance performance itself, that accompanying balance training had a stronger effect of increasing tolerance to cybersickness than mere exposure to VR. In addition, training in immersive VR was found to be more effective than using the 2D-based non-immersive medium, especially for the transfer effect to other non-training VR content.