Pregled bibliografske jedinice broj: 1145734
The Effect of VR Gaming on Discomfort, Cybersickness, and Reaction Time
The Effect of VR Gaming on Discomfort, Cybersickness, and Reaction Time // 2021 13th International Conference on Quality of Multimedia Experience (QoMEX)
Montréal, Kanada: Institute of Electrical and Electronics Engineers (IEEE), 2021. str. 163-168 doi:10.1109/qomex51781.2021.9465470 (predavanje, međunarodna recenzija, cjeloviti rad (in extenso), znanstveni)
CROSBI ID: 1145734 Za ispravke kontaktirajte CROSBI podršku putem web obrasca
Naslov
The Effect of VR Gaming on Discomfort,
Cybersickness, and Reaction Time
Autori
Vlahovic, Sara ; Suznjevic, Mirko ; Pavlin- Bernardic, Nina ; Skorin-Kapov, Lea
Vrsta, podvrsta i kategorija rada
Radovi u zbornicima skupova, cjeloviti rad (in extenso), znanstveni
Izvornik
2021 13th International Conference on Quality of Multimedia Experience (QoMEX)
/ - : Institute of Electrical and Electronics Engineers (IEEE), 2021, 163-168
Skup
13th International Conference on Quality of Multimedia Experience (QoMEX)
Mjesto i datum
Montréal, Kanada, 14.06.2021. - 17.06.2021
Vrsta sudjelovanja
Predavanje
Vrsta recenzije
Međunarodna recenzija
Ključne riječi
Virtual Reality, Immersive Technology, Gaming, Cybersickness, Discomfort, Reaction Time
Sažetak
The capabilities of commercial virtual reality (VR) systems can be utilized to implement a wide spectrum of interaction and locomotion methods. However, immersion in VR is often accompanied by undesirable physical sensations that undermine the VR gaming experience. Presenting the results of a user study (N = 20) comparing the physiological and cognitive aftereffects of three different VR games with game mechanics centered around natural interaction, this paper attempts to shed light on the impact of different content factors (e.g., game genre, visual environment, interaction method) on user comfort. While moving away from cybersickness as the primary measure of VR-induced discomfort through investigating a broader set of physical symptoms, such as device-related discomfort, muscle fatigue, and pain, we also include a discussion on the complexities of measuring cybersickness for physically demanding games. Further focusing on cognitive performance, we discuss preliminary findings regarding different effects of common VR game interactions (pick and place, slicing, and shooting) on reaction time.
Izvorni jezik
Engleski
Znanstvena područja
Računarstvo, Psihologija
POVEZANOST RADA
Projekti:
HRZZ-IP-2019-04-9793 - Modeliranje i praćenje iskustvene kvalitete imerzivnih višemedijskih usluga u 5G mrežama (Q-MERSIVE) (Skorin-Kapov, Lea, HRZZ ) ( CroRIS)
Ustanove:
Fakultet elektrotehnike i računarstva, Zagreb,
Filozofski fakultet, Zagreb
Profili:
Nina Pavlin-Bernardić
(autor)
Mirko Sužnjević
(autor)
Lea Skorin-Kapov
(autor)
Sara Vlahović
(autor)