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ORIGINAL RESEARCH article
Front. Virtual Real.
Sec. Technologies for VR
Volume 5 - 2024 |
doi: 10.3389/frvir.2024.1478106
Exploring vestibular stimulation to reduce the influence of cybersickness on virtual reality experiences
Provisionally accepted- 1 Griffith University, Nathan, Australia
- 2 The University of Newcastle, Callaghan, New South Wales, Australia
- 3 Otolith Labs, Washington, DC, United States
There is increasing use of head-worn displays to support immersive virtual reality (VR) experiences. However, users of such technology often encounter motion sickness-like effects, commonly termed cybersickness. The unpleasant effects of cybersickness can limit the duration of VR technology usage and deter return use after only one bad experience. One explanation of cybersickness is that it is a physiological responses to perceived differences between the visual and vestibular stimulation provided via VR technology and the user's current body positioning and movement, i.e., a mismatch between visual and vestibular senses. An exploratory user study is described that investigates the use of technology to influence vestibular cues and change experiences of cybersickness. A vestibular stimulation device using bone conduction was applied to users experiencing cybersickness induced by a VR roller-coaster in a head-worn display.Three conditions were tested: a control group without the device and two groups with the device configured to different vibration force levels. Results showed that users with the stronger vibration level, when compared to a control group, had different virtual environment experiences with longer ride durations and lower reported nausea scores. Although limited by participant numbers, the results are promising for applying vestibular stimulation to positively influence cybersickness experiences in head-worn displays. Given the spreading application of VR technologies and the need to mitigate cybersickness, there is a need to further evaluate the efficacy of such devices.
Keywords: Head-worn display, Cybersickness, virtual reality, Vestibular stimulation, head-mounted display, VR headset
Received: 09 Aug 2024; Accepted: 23 Dec 2024.
Copyright: © 2024 Smith, Nalivaiko, Owen, Depireux and Flynn. This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) or licensor are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.
* Correspondence:
Shamus Smith, Griffith University, Nathan, Australia
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