Virtual reality environment design of managing both presence and virtual reality sickness

Nobuhisa Tanaka, Hideyuki Takagi

Research output: Contribution to journalArticle

18 Citations (Scopus)

Abstract

It is difficult to design the Virtual Reality (VR) Environment which controls VR sickness and promotes presence. This is because the relationship between the user's susceptibility to VR sickness and a sense of presence, determined by velocity and visual angle of the visual information, involves a trade-off between the two. Then we propose the optimal value search system which computes efficiently the velocity and visual angle which control VR sickness and do not impair presence by taking account of a subject's characteristic. Under certain experimental conditions, some subjects showed serious VR sickness whose simulator sickness questionnaire total score was more than 60 and needed more than 30 minutes to recover from VR sickness. However, on the condition of angular velocity and visual angle computed by our proposed method, all subjects felt their vection, which was our index for the sense of presence, over 70 percent of their experiment time; no subject needed more than 5 minutes to recover from VR sickness.

Original languageEnglish
Pages (from-to)313-317
Number of pages5
JournalJournal of Physiological Anthropology and Applied Human Science
Volume23
Issue number6
DOIs
Publication statusPublished - Nov 1 2004

Fingerprint

Environment Design
virtual reality
Virtual reality
illness
Angular velocity
Surveys and Questionnaires
Presenteeism
Simulators
questionnaire
experiment

All Science Journal Classification (ASJC) codes

  • Social Sciences(all)

Cite this

Virtual reality environment design of managing both presence and virtual reality sickness. / Tanaka, Nobuhisa; Takagi, Hideyuki.

In: Journal of Physiological Anthropology and Applied Human Science, Vol. 23, No. 6, 01.11.2004, p. 313-317.

Research output: Contribution to journalArticle

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