Effects of Cybersickness Mitigation Methods on Behavior: A Comparative Study Based on the Skill–Rule–Knowledge Model

Author:

Qi Shuaixin1,Menozzi Marino1

Affiliation:

1. ETH Zurich

Abstract

Abstract Cybersickness (CS) is a pressing issue in virtual reality (VR) systems. While various mitigation methods (MMs) have been developed to counteract CS, their effects on human behavior remain largely unexplored, raising concerns about their potential applications. Using Jens Rasmussen's skill--rule--knowledge (SRK) model as a framework, our study investigated the effects of two widely adopted MMs---dynamic field of view and dynamic blurring---in VR. We compared these methods to a baseline condition where no MM was applied. We designed three VR tasks that align with the behavioral levels of the SRK model. In a within-subject study (N = 22), participants completed each task using these MMs. We measured task performance, CS symptoms, and locomotion control. Additionally, qualitative feedback was collected. Our results revealed that neither MM significantly alleviated CS across different VR scenarios. Furthermore, while some participants found MMs helpful, a larger portion reported visual hindrances, and a significant performance drop was measured in the skill-based task. More critically, participants indicated behavioral adaptations in response to the MMs, including changes in locomotion strategies and viewing behavior. Potential causes and implications were discussed. In conclusion, MMs offer promise, but their application necessitates a nuanced understanding of their impacts. We recommend a context-sensitive approach when designing and integrating MMs, prioritizing both maximizing CS mitigation and minimizing interference with the natural behaviors of users.

Publisher

Research Square Platform LLC

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4. Objective and Subjective Reality. The {{VR}} Book: {{Human-centered}} Design for Virtual Reality, 978-1-970001-12-9, Virtual reality (VR) can provide our minds with direct access to digital media in a way that seemingly has no limits. However, creating compelling VR experiences is an incredibly complex challenge. When VR is done well, the results are brilliant and pleasurable experiences that go beyond what we can do in the real world. When VR is done badly, not only is the system frustrating to use, but it can result in sickness. There are many causes of bad VR; some failures come from the limitations of technology, but many come from a lack of understanding perception, interaction, design principles, and real users. This book discusses these issues by emphasizing the human element of VR. The fact is, if we do not get the human element correct, then no amount of technology will make VR anything more than an interesting tool confined to research laboratories. Even when VR principles are fully understood, the first implementation is rarely novel and almost never ideal due to the complex nature of VR and the countless possibilities that can be created. The VR principles discussed in this book will enable readers to intelligently experiment with the rules and iteratively design towards innovative experiences., {Association for Computing Machinery and Morgan & Claypool}, 2018

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