Cybersickness significantly impacts the user experience in VR applications. Locomotion tunneling is a widely adopted technique for mitigating cybersickness in susceptible users. However, there is a lack of research investigating the effects of prolonged use of locomotion tunneling among novice users. To fill this gap, we used VRChat as our experimental platform. We recruited 24 novice VR users, defined as participants with no prior experience using immersive virtual environments. We collected five days of data within a one-week period. The results indicated that participants exhibited significant mitigation to cybersickness by Day 4. However, a change in the VR scene on Day 5 led to a notable increase in cybersickness symptoms. Qualitative feedback revealed participant-perceived causes of cybersickness and suggested that the effectiveness of locomotion tunneling was limited in some scenarios. Finally, we discussed the limitations of the study and proposed directions for future research.
翻译:晕动症显著影响虚拟现实应用的用户体验。运动隧道技术是一种广泛采用的缓解易感用户晕动症的方法。然而,目前缺乏针对新手用户长期使用运动隧道技术效果的研究。为填补这一空白,我们以VRChat为实验平台,招募了24名无沉浸式虚拟环境使用经验的新手VR用户。在一周内收集了五天的数据。结果表明,参与者在第4天表现出对晕动症的显著缓解。然而,第5天VR场景的变更导致晕动症状明显加剧。定性反馈揭示了参与者感知的晕动症成因,并表明运动隧道技术在某些场景下的效果有限。最后,我们讨论了研究的局限性并提出了未来研究方向。