Background: Given that VR is applied in multiple domains, understanding the effects of cyber-sickness on human cognition and motor skills and the factors contributing to cybersickness gains urgency. This study aimed to explore the predictors of cybersickness and its interplay with cognitive and motor skills. Methods: 30 participants, 20-45 years old, completed the MSSQ and the CSQ-VR, and were immersed in VR. During immersion, they were exposed to a roller coaster ride. Before and after the ride, participants responded to CSQ-VR and performed VR-based cognitive and psychomotor tasks. Post-VR session, participants completed the CSQ-VR again. Results: Motion sickness susceptibility, during adulthood, was the most prominent predictor of cybersickness. Pupil dilation emerged as a significant predictor of cybersickness. Experience in videogaming was a significant predictor of both cybersickness and cognitive/motor functions. Cybersickness negatively affected visuospatial working memory and psychomotor skills. Overall cybersickness', nausea and vestibular symptoms' intensities significantly decreased after removing the VR headset. Conclusions: In order of importance, motion sickness susceptibility and gaming experience are significant predictors of cybersickness. Pupil dilation appears as a cybersickness' biomarker. Cybersickness negatively affects visuospatial working memory and psychomotor skills. Cybersickness and its effects on performance should be examined during and not after immersion.
翻译:背景:鉴于虚拟现实(VR)在多领域的应用,理解晕动症对人类认知与运动技能的影响及其诱发因素变得日益紧迫。本研究旨在探索晕动症的预测因素及其与认知和运动技能的相互作用。方法:30名20-45岁的参与者完成了运动敏感度问卷(MSSQ)和VR晕动症问卷(CSQ-VR),并沉浸于VR环境中。沉浸期间,参与者体验了一段过山车旅程。在体验前后,参与者需填写CSQ-VR并执行基于VR的认知与精神运动任务。VR体验结束后,参与者再次完成CSQ-VR。结果:成年期运动敏感度是晕动症最显著的预测因子。瞳孔扩张成为晕动症的显著预测指标。电子游戏经验对晕动症及认知/运动功能均有显著预测作用。晕动症对视觉空间工作记忆与精神运动技能产生负面影响。摘除VR头显后,整体晕动症、恶心与前庭症状强度显著降低。结论:按重要性排序,运动敏感度与游戏经验是晕动症的重要预测因子。瞳孔扩张可作为晕动症的生物标志物。晕动症对视觉空间工作记忆与精神运动技能产生不利影响。建议在沉浸期间而非沉浸后评估晕动症及其对表现的影响。