Recent research has attempted to identify methods to mitigate cybersickness and examine its aftereffects. In this direction, this paper examines the effects of cybersickness on cognitive, motor, and reading performance in VR. Also, this paper evaluates the mitigating effects of music on cybersickness, as well as the role of gender, and the computing, VR, and gaming experience of the user. This paper reports two studies. In this study, 39 participants performed an assessment four times, once before the rides (baseline), and then once after each ride (3 rides). In each ride either Calming, or Joyful, or No Music was played. During each ride, linear and angular accelerations took place to induce cybersickness in the participants. In each assessment, while immersed in VR, the participants evaluated their cybersickness symptomatology and performed a verbal working memory task, a visuospatial working memory task, and a psychomotor task. While responding to the cybersickness questionnaire (3D UI), eye-tracking was conducted to measure reading time and pupillometry. The results showed that Joyful and Calming music substantially decreased the intensity of nausea-related symptoms. However, only Joyful music significantly decreased the overall cybersickness intensity. Importantly, cybersickness was found to decrease verbal working memory performance and pupil size. Also, it significantly decelerated psychomotor (reaction time) and reading abilities. Higher gaming experience was associated with lower cybersickness. When controlling for gaming experience, there were no significant differences between female and male participants in terms of cybersickness. The outcomes indicated the efficiency of music in mitigating cybersickness, the important role of gaming experience in cybersickness, and the significant effects of cybersickness on pupil size, cognition, psychomotor skills, and reading ability.
翻译:最近的研究试图确定减轻网络病的方法并检查其后遗症。 在这个方向上,本文件审视了网络病对认知、运动和 VR 阅读表现的影响。 此外, 本文评估了音乐对网络病的减轻影响, 以及性别的作用, 以及计算、 VR 和游戏用户的经验。 本文报告了两项研究。 在这项研究中, 39名参与者进行了四次评估, 一次在骑车前( 基准线), 一次在每次骑车后( 3次骑车) 。 每次骑车时, 要么平静, 快乐, 或者没有音乐。 每次骑车、 线性和 角加速, 以引起参与者的网络病态。 在每次评估中, 参与者评估了他们的网络病态症状, 并开展了一个口头工作记忆任务, 一次超快的工作记忆任务, 以及一个心理运动任务。 在对网络病态问卷( 3DUI) 做出回应时, 眼睛跟踪是测量阅读时间和学生心智能力之间的时间差异。 每次骑车时, 线和角加速加速, 结果显示总体的情绪反应强度下降。</s>