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Eye Movement Patterns Reflecting Cybersickness: Evidence from Different Experience Modes of a Virtual Reality Game

Yunju Nam, Upyong Hong, Hyenyeong Chung, Soo Rim Noh

2021Cyberpsychology Behavior and Social Networking19 citationsDOI

Abstract

This study investigated whether the degree of cybersickness varies depending on different virtual reality experience modes (playing vs. watching) and whether specific eye movement parameters reflect changes in cybersickness. Simulator Sickness Questionnaire results from 20 participants (10 playing and 10 watching) showed that cybersickness was much more severe in the watching mode, particularly during the second of the three total trials. Moreover, cybersickness' changing pattern was reflected in the center gaze ratio and scan-path length. These findings imply the importance of physiological measurements for a deeper understanding of cybersickness in theoretical and practical respects.

Topics & Concepts

Simulator sicknessVirtual realityPsychologyGazeMode (computer interface)Motion sicknessPhysical medicine and rehabilitationSimulationComputer scienceHuman–computer interactionMedicinePsychiatryPsychoanalysisVirtual Reality Applications and ImpactsImpact of Technology on AdolescentsMedia Influence and Health
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