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:近期研究尝试识别缓解网络晕动症的方法并考察其后续效应。基于这一方向,本文探讨了网络晕动症对虚拟现实(VR)中认知能力、运动能力及阅读表现的影响,同时评估了音乐对网络晕动症的缓解效果,以及性别、计算能力、VR和游戏经验的作用。本文报告了两项研究。本研究中,39名参与者进行了四次评估:基线阶段(乘坐前一次)和每次乘坐后一次(共三次乘坐)。每次乘坐中播放平静音乐、愉悦音乐或无音乐。每次乘坐期间,通过线性和角加速度诱发参与者产生网络晕动症。在每次评估中,参与者沉浸在VR环境中评估自身网络晕动症症状,并完成言语工作记忆任务、视空间工作记忆任务及心理运动任务。在填写网络晕动症问卷(3D用户界面)时,同步进行眼动追踪以测量阅读时间和瞳孔直径。结果显示,愉悦音乐与平静音乐显著降低了恶心相关症状的强度,但仅愉悦音乐能显著降低整体网络晕动症强度。重要的是,网络晕动症会降低言语工作记忆表现和瞳孔直径,同时显著减慢心理运动(反应时间)及阅读能力。较高的游戏经验与较低的网络晕动症水平相关。在控制游戏经验后,男女参与者之间的网络晕动症无显著差异。结果表明音乐在缓解网络晕动症方面的有效性、游戏经验对网络晕动症的重要作用,以及网络晕动症对瞳孔直径、认知能力、心理运动技能及阅读能力的显著影响。