The difference between AR and MR is that, in AR, the real world remains central to the experience, enhanced with digital information overlay, and, in MR, real and virtual worlds are intertwined, which allows for interaction and manipulation of both the physical and virtual environments. While VR aims to substitute virtual for real stimulation for one or many sensory organs, the AR and MR blends real and virtual stimulations. Similar to the VR are augmented (AR) and mixed reality (MR) technologies, but they use a different approach. In VR, there is no external force that influences vestibular stimulation, and there should be at least one mechanism for visual motion control that results in concordant visual and vestibular information. The human brain must integrate real-time vision, hearing, vestibular, and proprioceptive inputs to produce the compelling and captivating feeling of immersion in a VE. VR technology stimulates multiple senses and, assisted by multimodal interactions, creates the illusion of presence in VE. The effect of VRISE on users also affects technology acceptance, since experiencing side effects from VR usage, users would not be motivated to use the technology in the future or even recommend its usage to others.Īccording to LaValle, VR is defined as a technology that induces targeted behavior in an organism by using artificial sensory stimulation, while the organism has little or no awareness of the interference. VRISE symptoms are polysymptomatic (many symptoms) and polygenic (manifested symptoms differ from individual to individual). Studies have shown that 30% to over 80% of users experience side effects from VR usage. VRISE also has a negative aftereffect on cognitive performance. Those side effects are disembarkment syndrome, recurrence of travel sickness, troubled hand-eye coordination, worsened vestibulo-occular reflex, and postural instability. Sometimes, it causes side effects that can last for a prolonged time (hours, even days).
![motion sickness glasses for gaming motion sickness glasses for gaming](https://i.ytimg.com/vi/tgZJvcfLj-s/maxresdefault.jpg)
VRISE manifests in feelings of dizziness, disorientation, eyestrain, fatigue, nausea, etc., and it manifests during and after exposure to a virtual environment (VE). In the present paper, we use the term VRISE to describe the side effects of VR usage.
Motion sickness glasses for gaming simulator#
Terms such as VR sickness, Cybersickesss, VRISE (VR-induced symptoms and effects), VIMS (visually induced motion sickness), simulator sickness, etc., describe those side effects and are often used interchangeably.
![motion sickness glasses for gaming motion sickness glasses for gaming](https://ritualmotion.com/wp-content/uploads/2020/07/prov-kids-blk.png)
In terms of VRISE levels, we found out that rest-frame glasses are more suitable for the wearers of the distance spectacles, and a baseball hat is more suitable for non-wearers of distance spectacles. That means that the usage of head-centric rest-frames is suitable for usage in VR applications. No negative impact on the performance itself was observed. We found no negative effect of rest-frames on the user experience and presence, except for some negative impact when using rest-frame glasses in the low action mode of the game.
![motion sickness glasses for gaming motion sickness glasses for gaming](https://images-na.ssl-images-amazon.com/images/I/51LX0O3-fBL._SL1417_.jpg)
However, for the users experienced with VR technology, the VRISE disorientation symptoms were alleviated in a high action mode of the game with rest-frame glasses.
![motion sickness glasses for gaming motion sickness glasses for gaming](https://ae01.alicdn.com/kf/Ha14037e5ac5342b1a048700c922d9cc1i.jpg)
The results indicate that the usage of head-centric rest-frames negatively affected VRISE levels (more sickness) in the low action mode of the game. The presence was evaluated by SPES (Spatial Presence Experience Scale), and for the user experience, the short version of the User Experience Questionnaire (UEQ-S) was used. For assessing VRISE levels, we used the Simulator Sickness Questionnaire (SSQ) and Fast Motion Sickness Score (FMS). Participants played the custom-designed 3D game in two different game modes (high action and low action). This paper presents the results of a user study of the effects of different head-centric rest-frames on Virtual Reality-Induced Symptoms and Effects (VRISE) and the user experience in virtual environments (VE).