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Editorial07 October 2022
Editorial: Cybersickness in VR applications

Virtual Reality(VR) Head-Mounted Displays (HMDs) have brought forth innumerable opportunities for much that is unknown on the topic, especially regarding how cybersickness affects and is affected by each 9 application of VR. This topic collection has collected five thought-provoking articles that help shed some 10 further light on the issue of cybersickness. We divided this editorial into two, based on papers reporting (1) 11 mechanisms of cybersickness and (2) its mitigation in applications.

Understanding the mechanisms behind cybersickness is vital to be able to identify solutions to mitigate or 13 eliminate it. Some apparent smaller changes, like how the sense of self-motion is triggered, can influence anchoring the text to earth to reduce the disjunction between felt and observed movement. They created a 39 simulation with a moving platform and observed that for those who had the book tethered to earth, the 40 levels of discomfort were lower than for those who read the text bound to the HMD. Could this approach 41 be a solution for consuming 2D VR content in movement? More research is still needed to answer this 42 question.

Adhanom et al. focused on a more general approach to reducing cybersickness. They investigated if it 44 would be possible to carry over the adaptation from one abstract virtual environment to another naturalistic 45 one. In other words, they investigated if it was possible to train participants not to get cybersick. Their 46 results were promising and stand out even more after we observed that other variations in inputs (Teixeira et al. and Sepich et al.), can have significant differences in cybersickness outcomes and that the adaptation 48 from one naturalistic environment does not necessarily translate to another Palmisano and Constable (2022).

Though more research is needed, it is encouraging to imagine that by identifying the ideal abstractions, 50 some general training might be possible in the future.

In summary, these articles show us the importance of defining our baseline well when studying 52 cybersickness because even changing parts of a task might be a confounding factor. For example, when 53 testing a mitigation technique, one should not alter the level of difficulty of the task or change from a 54 passive to an active controller role. Moreover, when testing techniques, the order is important as VR 55 adaptation might transcend scenarios, and some techniques can be helpful in specific environments Shi

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2 citations

The impact of task workload on cybersickness
ORIGINAL RESEARCH
19 August 2022
The impact of task workload on cybersickness
Nathan C. Sepich, 4 more and Jonathan W. Kelly
This study explored the impact of task workload on virtual reality (VR) cybersickness. Cybersickness is a negative side effect of using VR to which many users are susceptible. Previous research on the impact on task workload on cybersickness has yielded no consistent relationships, but given that task workload requires attentional resources, it is worth further investigation of how a demand on attention might increase or decrease cybersickness. In this study, mental workload of participants (N = 151) was modified in three different task groups within the same virtual environment (VE). The Cybersickness Corn Maze VR testbed contained cybersickness-inducing stimuli and tasks with varying workload. The 0-Back group used a controller to select an object as a visual attention task. The 2-Back group performed the 2-Back memory detection task, using a controller to collect objects that matched the object presented two objects ago. The No-Task group passively moved through the environment and was not given a controller. Workload, cybersickness, dropout rate, presence, and task accuracy were compared across groups. Workload was found to be statistically significantly different in each group: highest in the 2-Back group, medium in the 0-Back group, and lowest in the No-Task group, validating the task design. Cybersickness in the 2-Back group was significantly higher than in the No-Task (140% higher) and 0-Back (54% higher) groups measured by the change in simulator sickness questionnaire (SSQ) total severity (Post SSQ - Pre SSQ). The rate of participants’ dropout due to cybersickness was highest in 2-back (33%) as compared with No-Task (19%) and 0-Back (10%). These results indicate that 1) task workload affects cybersickness and 2) its effect could be non-linear. Presence increased with the addition of a task but plateaued between the 0-Back and 2-Back groups, suggesting that presence can be affected by task workload but only to a certain extent. Task accuracy was shown to negatively correlate with cybersickness within the task groups. A relationship between workload and cybersickness was found and warrants further research into these concepts. This work highlights the need for task workload and attention to be studied as components of the mechanisms underlying cybersickness.

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66 citations

Visually induced illusions of self-motion (vection) are thought to cause cybersickness during head-mounted display based virtual reality (HMD VR). However, the empirical support for this widespread belief is rather mixed. Our exploratory study examined the possibility that only unexpected experiences of vection provoke cybersickness. Fifteen males and 15 females played an HMD VR game (Mission: ISS) for up to 14 minutes with: 1) their experiences of vection and cybersickness assessed every two minutes; and 2) the game being terminated whenever they reported feeling sick. Of the 30 participants tested, 17 reported feeling sick and 13 remained well. Sick and well participants did not differ in terms of the strength of their vection experiences. However, the sick participants were significantly more likely to report unexpected/uncontrolled vection. When these data were subjected to machine learning analysis, unexpected vection was found to be the most important predictor of cybersickness. These preliminary findings suggest that vection can be used to safely enhance experiences in HMD VR – as long as developers ensure that any simulated self-motions are expected and perceived to be under the user’s control.

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29 citations