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Keywords = Simulator Sickness Questionnaire (SSQ)

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19 pages, 1798 KiB  
Article
Exploring Simulation Sickness in Virtual Reality Pedestrian Scenarios: Effects of Gender, Exposure, and User Perceptions
by Tarek Abu Selo, Zahid Hussain, Qinaat Hussain, Wael Alhajyaseen, Shimaa Al-Quradaghi and Mohammed Yousef Alqaradawi
Safety 2025, 11(3), 63; https://doi.org/10.3390/safety11030063 - 2 Jul 2025
Viewed by 397
Abstract
Simulation sickness (SS) remains a challenge in virtual reality (VR) applications, especially in pedestrian safety research. This study investigates SS symptoms in VR environments, focusing on gender differences, exposure time, and user perceptions. A total of 145 participants were exposed to two VR [...] Read more.
Simulation sickness (SS) remains a challenge in virtual reality (VR) applications, especially in pedestrian safety research. This study investigates SS symptoms in VR environments, focusing on gender differences, exposure time, and user perceptions. A total of 145 participants were exposed to two VR pedestrian scenarios: a crosswalk and a sidewalk. The Simulator Sickness Questionnaire (SSQ) was used to assess symptoms of nausea, oculomotor disturbance, and disorientation. Results showed that female participants reported significantly higher SS symptoms than males, with the sidewalk scenario inducing greater overall SS. Additionally, perceived realism in the VR environment was associated with reduced symptoms, while perceived disengagement led to increased discomfort. These findings highlight the importance of user perceptions in mitigating SS and suggest that VR scenarios should be designed with attention to gender differences and environmental realism to improve user experience and safety. Full article
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29 pages, 40685 KiB  
Article
Evaluating the Benefits and Drawbacks of Visualizing Systems Modeling Language (SysML) Diagrams in the 3D Virtual Reality Environment
by Mostafa Lutfi and Ricardo Valerdi
Systems 2025, 13(4), 221; https://doi.org/10.3390/systems13040221 - 23 Mar 2025
Viewed by 1273
Abstract
Model-Based Systems Engineering (MBSE) prioritizes system design through models rather than documents, and it is implemented with the Systems Modeling Language (SysML), which is the state-of-the-art language in academia and industry. Virtual Reality (VR), an immersive visualization technology, can simulate reality in virtual [...] Read more.
Model-Based Systems Engineering (MBSE) prioritizes system design through models rather than documents, and it is implemented with the Systems Modeling Language (SysML), which is the state-of-the-art language in academia and industry. Virtual Reality (VR), an immersive visualization technology, can simulate reality in virtual environments with varying degrees of fidelity. In recent years, the technology industry has invested substantially in the development of head-mounted displays (HMDs) and related virtual reality (VR) technologies. Various research has suggested that VR-based immersive design reviews enhance system issue/fault identification, collaboration, focus, and presence compared to non-immersive approaches. Additionally, several research efforts have demonstrated that the VR environment provides higher understanding and knowledge retention levels than traditional approaches. In recent years, multiple attempts have been made to visualize conventional 2D SysML diagrams in a virtual reality environment. To the best of the author’s knowledge, no empirical evaluation has been performed to analyze the benefits and drawbacks of visualizing SysML diagrams in a VR environment. Hence, the authors aimed to evaluate four key benefit types and drawbacks through experiments with human subjects. The authors chose four benefit types—Systems Understanding, Information Sharing, Modeling and Training Experience, and Digital Twin based on the MBSE value and benefits review performed by researchers and benefits claimed by the evaluations for similar visual formalism languages. Experiments were conducted to compare the understanding, interaction, and knowledge retention for 3D VR and conventional 2D SysML diagrams. The authors chose a ground-based telescope system as the system of interest (SOI) for system modeling. The authors utilized a standalone wireless HMD unit for a virtual reality experience, which enabled experiments to be conducted irrespective of location. Students and experts from multiple disciplines, including systems engineering, participated in the experiment and provided their opinions on the VR SysML implementation. The knowledge test, perceived evaluation results, and post-completion surveys were analyzed to determine whether the 3D VR SysML implementation improved these benefits and identified potential drawbacks. The authors utilized a few VR scenario efficacy measures, namely the Simulation Sickness Questionnaire (SSQ) and System Usability Scale (SUS), to avoid evaluation design-related anomalies. Full article
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20 pages, 1416 KiB  
Article
Effects of Flight Experience or Simulator Exposure on Simulator Sickness in Virtual Reality Flight Simulation
by Alexander Somerville, Keith Joiner and Graham Wild
Multimodal Technol. Interact. 2025, 9(3), 24; https://doi.org/10.3390/mti9030024 - 6 Mar 2025
Cited by 1 | Viewed by 1030
Abstract
The use of virtual reality (VR) for flight simulation, particularly in the earliest stages of pilot training, is gaining attention in both research and industry. The use of the technology for this ab initio training requires suitable consideration of the risks of simulator [...] Read more.
The use of virtual reality (VR) for flight simulation, particularly in the earliest stages of pilot training, is gaining attention in both research and industry. The use of the technology for this ab initio training requires suitable consideration of the risks of simulator sickness—risks that are heightened relative to conventional simulators. If simulator sickness results in the development of compensatory skills, or otherwise disrupts the training process, the benefits of the technology may be negated. Enabling the effective integration of VR within flight training requires that, to the extent that simulator sickness is an issue, practical mechanisms are developed to manage the occurrence without disrupting existing training structures. The primary objective of this research is, thus, to evaluate an intervention and a nuisance factor in relation to the reduction of simulator sickness, considering their practicality within existing flight training syllabi. The Total Severity (TS) of the Simulator Sickness Questionnaire (SSQ) was evaluated within a quasi-experimental, non-equivalent pre-test–post-test design, incorporating three groups: a prior flight experience nuisance factor group, a prior personal computer aviation training device (PCATD) exposure intervention group, and a control group with neither prior experience nor prior simulator exposure. The results indicated that the TS was significantly reduced for the prior flight experience nuisance factor (rrb = 0.375), but that the PCATD exposure intervention produced no such reduction (rrb = 0.016). The findings suggest that VR flight simulation is likely best used as a supplemental tool, introduced after initial airborne experience. Notwithstanding this finding, the relatively low median TS scores (<20) for all groups suggest that the technology may still be used with caution earlier in the training process. No other published research has examined this important effect in the context of the new VR situation. Full article
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23 pages, 2709 KiB  
Article
Motion Sickness in Mixed-Reality Situational Awareness System
by Rain Eric Haamer, Nika Mikhailava, Veronika Podliesnova, Raido Saremat, Tõnis Lusmägi, Ana Petrinec and Gholamreza Anbarjafari
Appl. Sci. 2024, 14(6), 2231; https://doi.org/10.3390/app14062231 - 7 Mar 2024
Cited by 2 | Viewed by 2076
Abstract
This research focuses on enhancing the user experience within a Mixed-Reality Situational Awareness System (MRSAS). The study employed the Simulator Sickness Questionnaire (SSQ) in order to gauge and quantify the user experience and to compare the effects of changes to the system. As [...] Read more.
This research focuses on enhancing the user experience within a Mixed-Reality Situational Awareness System (MRSAS). The study employed the Simulator Sickness Questionnaire (SSQ) in order to gauge and quantify the user experience and to compare the effects of changes to the system. As the results of SSQ are very dependant on inherent motion sickness susceptibility, the Motion Sickness Susceptibility Questionnaire (MSQ) was used to normalize the results. The experimental conditions were tested on a simulated setup which was also compared to its real-life counterpart. This simulated setup was adjusted to best match the conditions found in the real system by using post-processing effects. The test subjects in this research primarily consisted of 17–28 years old university students representing both male and female genders as well as a secondary set with a larger age range but predominantly male. In total, there were 41 unique test subjects in this study. The parameters that were analyzed in this study were the Field of View (FoV) of the headset, the effects of peripheral and general blurring, camera distortions, camera white balance and users adaptability to VR over time. All of the results are presented as the average of multiple user results and as scaled by user MSQ. The findings suggest that SSQ scores increase rapidly in the first 10–20 min of testing and level off at around 40–50 min. Repeated exposure to VR reduces MS buildup, and a FoV of 49–54 is ideal for a MRSAS setup. Additionally camera based effects like lens distortion and automatic white balance had negligible effests on MS. In this study a new MSQ based SSQ normalization technique was also developed and utilized for comparison. While the experiments in this research were primarily conducted with the goal of improving the physical Vegvisir system, the results themselves may be applicable for a broader array of VR/MR awareness systems and can help improve the UX of future applications. Full article
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12 pages, 2526 KiB  
Article
Correlations between SSQ Scores and ECG Data during Virtual Reality Walking by Display Type
by Mi-Hyun Choi, Kyu-Young Kang, Tae-Hoon Lee and Jin-Seung Choi
Appl. Sci. 2024, 14(5), 2123; https://doi.org/10.3390/app14052123 - 4 Mar 2024
Cited by 1 | Viewed by 1955
Abstract
To encourage the application of virtual reality (VR) in physical rehabilitation, this study analyzed the occurrence of motion sickness when walking on a treadmill in virtual straight paths presented on two types of displays (screen and head-mounted displays (HMDs)) at a constant speed [...] Read more.
To encourage the application of virtual reality (VR) in physical rehabilitation, this study analyzed the occurrence of motion sickness when walking on a treadmill in virtual straight paths presented on two types of displays (screen and head-mounted displays (HMDs)) at a constant speed of 3.6 km/h. The simulator sickness questionnaire (SSQ) scores, which indicate motion sickness, were collected from the participants. In addition, the heart rate (HR) and heart rate variability (HRV; RMSSD and LF/HF ratio) were measured from electrocardiogram data. The correlations between the SSQ scores and HR and HRV were examined to identify a reliable variable for evaluating motion sickness. The SSQ scores were used to classify the data into the motion-sickness and no-motion-sickness groups. The data were classified into the motion-sickness group if a minimum difference of 15 points existed between the walking and baseline phases when using the screen and HMD; otherwise, the data were classified into the no-motion-sickness group. The HR and LF/HF ratio were higher, whereas the RMSSD was lower in the motion-sickness group. Moreover, within the motion-sickness group, the reduction in RMSSD and increase in HR and LF/HF ratio were greater with the HMD than with the screen. Regression analysis was performed on the HR, HRV, and SSQ scores to differentiate between the motion-sickness and no-motion-sickness groups. The regression analysis results showed a high negative correlation between the SSQ score and RMSSD. The results of this study can assist in controlling the occurrence of motion sickness in VR-based applications. Full article
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22 pages, 871 KiB  
Article
Analysis of Visual and Vestibular Information on Motion Sickness in Flight Simulation
by Ahmad Javaid, Shahzad Rasool and Adnan Maqsood
Aerospace 2024, 11(2), 139; https://doi.org/10.3390/aerospace11020139 - 6 Feb 2024
Cited by 4 | Viewed by 3960
Abstract
Virtual reality (VR) is in its nascent technological advancement and market diffusion stages. Interestingly, the scientific exploration concerning the impact of non-isometric mapping disparities within visual–vestibular stimuli on motion sickness remains deficient. This investigation focuses on scrutinizing the visual–vestibular implications for motion sickness [...] Read more.
Virtual reality (VR) is in its nascent technological advancement and market diffusion stages. Interestingly, the scientific exploration concerning the impact of non-isometric mapping disparities within visual–vestibular stimuli on motion sickness remains deficient. This investigation focuses on scrutinizing the visual–vestibular implications for motion sickness within the context of flight simulation. The developed motion platform, offering specific pitch and roll ranges of ±16 and ±17 degrees, respectively, was employed to induce varying ratios of simulated visual–vestibular cues. Involving a cohort of five participants, the study exposed them to two prevalent simulated mission profiles, subsequently assessing their motion sickness symptoms. Sixty responses were analyzed using the subjective assessment of the Simulator Sickness Questionnaire (SSQ). The findings reveal a reduction in cybersickness severity with congruent visual–vestibular stimuli in proportion to the variance observed among visual–vestibular coupling ratios. A comparative analysis of SSQ sub-categories demonstrates that disorientation holds the most significance in the hierarchy of motion sickness contributors, followed by oculomotor discomfort, with nausea manifesting as the least influential. This study can lead to situation awareness analysis by integrating VR-based flight-simulation setups in the formal training of pilots and UAV operators. Full article
(This article belongs to the Section Aeronautics)
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15 pages, 1463 KiB  
Article
Cybersickness in People with Multiple Sclerosis Exposed to Immersive Virtual Reality
by Massimiliano Pau, Federico Arippa, Bruno Leban, Micaela Porta, Giulia Casu, Jessica Frau, Lorena Lorefice, Giancarlo Coghe and Eleonora Cocco
Bioengineering 2024, 11(2), 115; https://doi.org/10.3390/bioengineering11020115 - 24 Jan 2024
Cited by 7 | Viewed by 2341
Abstract
Together with the wide range of possible benefits for the rehabilitation/training of people with multiple sclerosis (pwMS) and other neurologic conditions, exposure to immersive virtual reality (VR) has often been associated with unpleasant symptoms, such as transient dizziness, headache, nausea, disorientation and impaired [...] Read more.
Together with the wide range of possible benefits for the rehabilitation/training of people with multiple sclerosis (pwMS) and other neurologic conditions, exposure to immersive virtual reality (VR) has often been associated with unpleasant symptoms, such as transient dizziness, headache, nausea, disorientation and impaired postural control (i.e., cybersickness). Since these symptoms can significantly impact the safety and tolerability of the treatment, it appears important to correctly estimate their presence and magnitude. Given the existing data scarcity, this study aims to assess the existence and severity of possible adverse effects associated with exposure to immersive VR in a cohort of pwMS using both objective measurements of postural control effectiveness and subjective evaluations of perceived symptoms. To this aim, postural sway under upright quiet posture (in the presence and absence of visual input) of 56 pwMS with an Expanded Disability Status Scale score (EDSS) in the range of 0–6.5 (mean EDSS 2.3) and 33 unaffected individuals was measured before and after a 10-min immersive VR session and at 10 min follow-up on the basis of center of pressure (COP) trajectories. The severity of cybersickness symptoms associated with VR exposure was also self-rated by the participants using the Italian version of the Simulator Sickness Questionnaire (SSQ). Temporary impairments of postural control in terms of significantly increased sway area were observed after the VR session only in pwMS with mild–moderate disability (i.e., EDSS in the range of 2.5–6.5) in the presence of visual input. No changes were observed in pwMS with low disability (EDSS 0–2) and unaffected individuals. In contrast, when the visual input was removed, there was a decrease in sway area (pwMS with mild–moderate disability) and COP path length relating to the use of VR (pwMS with mild–moderate disability and unaffected individuals), thus suggesting a sort of “balance training effect”. Even in this case, the baseline values were restored at follow-up. All participants, regardless of their status, experienced significant post-VR side effects, especially in terms of blurred vision and nausea. Taken together, the findings of the present study suggest that a short immersive VR session negatively (eyes open) and positively (eyes closed) impacts the postural control of pwMS and causes significant disorientation. However, such effects are of limited duration. While it is reasonable to state that immersive VR is sufficiently safe and tolerable to not be contraindicated in the rehabilitation/training of pwMS, in order to reduce possible negative effects and maximize the efficacy, safety and comfort of the treatment, it appears necessary to develop specific guidelines that consider important factors like individual susceptibility, maximum exposure time according to the specific features of the simulation, posture to adopt and protocols to assess objective and perceived effects on participants. Full article
(This article belongs to the Special Issue Advances in Physical Therapy and Rehabilitation)
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17 pages, 4868 KiB  
Article
Assessments of Order-Picking Tasks Using a Paper List and Augmented Reality Glasses with Different Order Information Displays
by Kai Way Li, Samsiya Khaday and Lu Peng
Appl. Sci. 2023, 13(22), 12222; https://doi.org/10.3390/app132212222 - 10 Nov 2023
Cited by 3 | Viewed by 1710
Abstract
This study investigated the effects of wearing AR devices on users’ performance and comfort ratings while performing order-picking (OP) tasks. In addition to a picking-by-paper list, two AR devices combined with three order information display designs were examined. Thirty adult participants joined. They [...] Read more.
This study investigated the effects of wearing AR devices on users’ performance and comfort ratings while performing order-picking (OP) tasks. In addition to a picking-by-paper list, two AR devices combined with three order information display designs were examined. Thirty adult participants joined. They searched for and found the boxes in the order list, picked them up, and returned to the origin. The time to complete the task and the number of incorrect boxes picked up were analyzed to assess the performance of the tasks. The subjective ratings of the participants on the comfort rating scale (CRS) and the simulator sickness questionnaire (SSQ) were collected to assess the designs of both the AR devices and the order information displays. It was found that the participants could complete the OP tasks faster when adopting the order map (4.97 ± 1.57 min) or the 3D graph display (4.87 ± 1.50 min) using either one of the AR devices than when using a paper list (6.03 ± 1.28 min). However, they needed more time to complete the OP tasks when wearing both types of AR glasses when the Quick Response (QR) code option was adopted (10.16 ± 4.30 min) than when using a paper list. The QR code scanning and display design using either one of the AR devices guaranteed 100% accuracy but sacrificed efficiency in task completion. The AR device with a binocular display and hand gesture recognition functions had a significantly lower CRS score in the dimensions of attachment and movement (5.6 and 6.3, respectively) than the corresponding dimensions (8.0 and 8.3, respectively) of the other device with a monocular and hand touch input design. There were complaints of eye strain after using both AR devices examined in this study. This implies that these AR devices may not be suitable to wear for extended periods of time. Users should take off the AR device whenever they do not need to view the virtual image to avoid eye strain and other discomfort symptoms. Full article
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21 pages, 9225 KiB  
Article
Train vs. Play: Evaluating the Effects of Gamified and Non-Gamified Wheelchair Skills Training Using Virtual Reality
by Chantal Zorzi, Luma Tabbaa, Alexandra Covaci, Konstantinos Sirlantzis and Gianluca Marcelli
Bioengineering 2023, 10(11), 1269; https://doi.org/10.3390/bioengineering10111269 - 31 Oct 2023
Cited by 3 | Viewed by 2576
Abstract
This study compares the influence of a gamified and a non-gamified virtual reality (VR) environment on wheelchair skills training. In specific, the study explores the integration of gamification elements and their influence on wheelchair driving performance in VR-based training. Twenty-two non-disabled participants volunteered [...] Read more.
This study compares the influence of a gamified and a non-gamified virtual reality (VR) environment on wheelchair skills training. In specific, the study explores the integration of gamification elements and their influence on wheelchair driving performance in VR-based training. Twenty-two non-disabled participants volunteered for the study, of whom eleven undertook the gamified VR training, and eleven engaged in the non-gamified VR training. To measure the efficacy of the VR-based wheelchair skills training, we captured the heart rate (HR), number of joystick movements, completion time, and number of collisions. In addition, an adapted version of the Wheelchair Skills Training Program Questionnaire (WSTP-Q), the Igroup Presence Questionnaire (IPQ), and the Simulator Sickness Questionnaire (SSQ) questionnaires were administered after the VR training. The results showed no differences in wheelchair driving performance, the level of involvement, or the ratings of presence between the two environments. In contrast, the perceived cybersickness was statistically higher for the group of participants who trained in the non-gamified VR environment. Remarkably, heightened cybersickness symptoms aligned with increased HR, suggesting physiological connections. As such, while direct gamification effects on the efficacy of VR-based wheelchair skills training were not statistically significant, its potential to amplify user engagement and reduce cybersickness is evident. Full article
(This article belongs to the Special Issue Bioengineering for Physical Rehabilitation)
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29 pages, 35261 KiB  
Article
Identifying Strategies to Mitigate Cybersickness in Virtual Reality Induced by Flying with an Interactive Travel Interface
by Daniel Page, Robert W. Lindeman and Stephan Lukosch
Multimodal Technol. Interact. 2023, 7(5), 47; https://doi.org/10.3390/mti7050047 - 28 Apr 2023
Cited by 7 | Viewed by 5445
Abstract
As Virtual Reality (VR) technology has improved in hardware, accessibility of development and availability of applications, its interest has increased. However, the problem of Cybersickness (CS) still remains, causing uncomfortable symptoms in users. Therefore, this research seeks to identify and understand new CS [...] Read more.
As Virtual Reality (VR) technology has improved in hardware, accessibility of development and availability of applications, its interest has increased. However, the problem of Cybersickness (CS) still remains, causing uncomfortable symptoms in users. Therefore, this research seeks to identify and understand new CS mitigation strategies that can contribute to developer guidelines. Three hypotheses for strategies were devised and tested in an experiment. This involved a physical travel interface for flying through a Virtual Environment (VE) as a Control (CT) condition. On top of this, three manipulation conditions referred to as Gaze-tracking Vignette (GV), First-person Perspective with members representation (FP) and Fans and Vibration (FV) were applied. The experiment was between subjects, with 37 participants randomly allocated across conditions. According to the Simulator Sickness Questionnaire (SSQ) scores, significant evidence was found that GV and FP made CS worse. Evidence was also found that FV did not have an effect on CS. However, from the physiological data recorded, an overall lowering of heart rate for FV indicated that it might have some effect on the experience, but cannot be strongly linked with CS. Additionally, comments from some participants identified that they experienced symptoms consistent with CS. Amongst these, dizziness was the most common, with a few having issues with the usability of the travel interface. Despite some CS symptoms, most participants reported little negative impact of CS on the overall experience and feelings of immersion. Full article
(This article belongs to the Special Issue 3D User Interfaces and Virtual Reality)
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27 pages, 2541 KiB  
Systematic Review
Considering the Consequences of Cybersickness in Immersive Virtual Reality Rehabilitation: A Systematic Review and Meta-Analysis
by Xin Li, Ding-Bang Luh, Ruo-Hui Xu and Yi An
Appl. Sci. 2023, 13(8), 5159; https://doi.org/10.3390/app13085159 - 20 Apr 2023
Cited by 17 | Viewed by 4624
Abstract
VR rehabilitation is a rapidly evolving field, with increasing research and development aimed at improving its effectiveness, accessibility, and integration into mainstream healthcare systems. While there are some commercially available VR rehabilitation programs, their adoption and use in clinical practice are still limited. [...] Read more.
VR rehabilitation is a rapidly evolving field, with increasing research and development aimed at improving its effectiveness, accessibility, and integration into mainstream healthcare systems. While there are some commercially available VR rehabilitation programs, their adoption and use in clinical practice are still limited. One of the limitations is defined as cybersickness, which is dependent on human contact with virtual reality products. The purpose of this essay is to raise awareness of the associated elements that contribute to cybersickness in rehabilitation using immersive VR. The common factors that influence the amount of cybersickness are user characteristics and device software and hardware. The Simulator Sickness Questionnaire (SSQ) was used as one of the formal models for determining the variables related to virtual reality sickness. The systematic review of the literature and the meta-analysis were chosen by whether the Simulator Sickness Questionnaire in the articles matched the research criteria. Based on PRISMA guidelines, a systematic review of the literature was conducted. Twenty-six publications from the recent past were totaled, comprising 862 individuals with ages ranging from 19 to 95, and 49% were female. The highest overall SSQ mean score for different kinds of symptoms was determined to be 21.058 for brain injuries, with a 95% confidence interval (CI) of 15.357 to 26.760. Time, content, locomotion, control, and display types were other elements that contributed to cybersickness and had significant p-values in the SNK Q-test. The future direction of immersive VR rehabilitation involves the development of immersive and interactive environments that simulate real-world situations, providing patients with a safe and controlled environment in which to practice new skills and movements. Full article
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20 pages, 3942 KiB  
Article
Cybersickness in Virtual Reality Questionnaire (CSQ-VR): A Validation and Comparison against SSQ and VRSQ
by Panagiotis Kourtesis, Josie Linnell, Rayaan Amir, Ferran Argelaguet and Sarah E. MacPherson
Virtual Worlds 2023, 2(1), 16-35; https://doi.org/10.3390/virtualworlds2010002 - 29 Jan 2023
Cited by 62 | Viewed by 14873
Abstract
Cybersickness is a drawback of virtual reality (VR), which also affects the cognitive and motor skills of users. The Simulator Sickness Questionnaire (SSQ) and its variant, the Virtual Reality Sickness Questionnaire (VRSQ), are two tools that measure cybersickness. However, both tools suffer from [...] Read more.
Cybersickness is a drawback of virtual reality (VR), which also affects the cognitive and motor skills of users. The Simulator Sickness Questionnaire (SSQ) and its variant, the Virtual Reality Sickness Questionnaire (VRSQ), are two tools that measure cybersickness. However, both tools suffer from important limitations which raise concerns about their suitability. Two versions of the Cybersickness in VR Questionnaire (CSQ-VR), a paper-and-pencil and a 3D–VR version, were developed. The validation of the CSQ-VR and a comparison against the SSQ and the VRSQ were performed. Thirty-nine participants were exposed to three rides with linear and angular accelerations in VR. Assessments of cognitive and psychomotor skills were performed at baseline and after each ride. The validity of both versions of the CSQ-VR was confirmed. Notably, CSQ-VR demonstrated substantially better internal consistency than both SSQ and VRSQ. Additionally, CSQ-VR scores had significantly better psychometric properties in detecting a temporary decline in performance due to cybersickness. Pupil size was a significant predictor of cybersickness intensity. In conclusion, the CSQ-VR is a valid assessment of cybersickness with superior psychometric properties to SSQ and VRSQ. The CSQ-VR enables the assessment of cybersickness during VR exposure, and it benefits from examining pupil size, a biomarker of cybersickness. Full article
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15 pages, 1470 KiB  
Article
Determining Work-Rest Schedules for Visual Tasks That Use Optical Head-Mounted Displays Based on Visual Fatigue and Visually Induced Motion Sickness Recovery
by Chih-Yu Hsiao, Chia-Chen Kuo, Yi-An Liou and Mao-Jiun Wang
Int. J. Environ. Res. Public Health 2023, 20(3), 1880; https://doi.org/10.3390/ijerph20031880 - 19 Jan 2023
Cited by 2 | Viewed by 2398
Abstract
This study aimed to determine work-rest schedules for visual tasks of different lengths by evaluating visual fatigue and visually induced motion sickness (VIMS) using an optical head-mounted display (OHMD). Thirty participants were recruited to perform 15 and 30 min visual tasks using an [...] Read more.
This study aimed to determine work-rest schedules for visual tasks of different lengths by evaluating visual fatigue and visually induced motion sickness (VIMS) using an optical head-mounted display (OHMD). Thirty participants were recruited to perform 15 and 30 min visual tasks using an OHMD. After completing each visual task, participants executed six levels of rest time. Critical flicker fusion frequency (CFF) values, relative electroencephalography indices, and Simulator Sickness Questionnaire (SSQ) scores were collected and analyzed. Results indicated that after completing the 15 and 30 min visual tasks, participants experienced visual fatigue and VIMS. There was no significant difference between baseline CFF values, four electroencephalography relative power index values, and SSQ scores when participants completed a 15 min visual task followed by a 20 min rest and a 30 min visual task followed by a 30 min rest. Based on our results, a 20 min rest for visual fatigue and VIMS recovery after a 15 min visual task on an OHMD and a 25 min rest for visual fatigue and VIMS recovery after a 30 min visual task on an OHMD are recommended. This study suggests a work-rest schedule for OHMDs that can be used as a reference for OHMD user guidelines to reduce visual fatigue and visually induced motion sickness. Full article
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11 pages, 1782 KiB  
Article
Immersive Virtual Reality during Robot-Assisted Gait Training: Validation of a New Device in Stroke Rehabilitation
by Charles Morizio, Maxence Compagnat, Arnaud Boujut, Ouiddad Labbani-Igbida, Maxime Billot and Anaick Perrochon
Medicina 2022, 58(12), 1805; https://doi.org/10.3390/medicina58121805 - 7 Dec 2022
Cited by 12 | Viewed by 3811
Abstract
Background and objective: Duration of rehabilitation and active participation are crucial for gait rehabilitation in the early stage after stroke onset. Virtual reality (VR) is an innovative tool providing engaging and playful environments that could promote intrinsic motivation and higher active participation for [...] Read more.
Background and objective: Duration of rehabilitation and active participation are crucial for gait rehabilitation in the early stage after stroke onset. Virtual reality (VR) is an innovative tool providing engaging and playful environments that could promote intrinsic motivation and higher active participation for non-ambulatory stroke patients when combined with robot-assisted gait training (RAGT). We have developed a new, fully immersive VR application for RAGT, which can be used with a head-mounted display and wearable sensors providing real-time gait motion in the virtual environment. The aim of this study was to validate the use of this new device and assess the onset of cybersickness in healthy participants before testing the device in stroke patients. Materials and Methods: Thirty-seven healthy participants were included and performed two sessions of RAGT using a fully immersive VR device. They physically walked with the Gait Trainer for 20 min in a virtual forest environment. The occurrence of cybersickness, sense of presence, and usability of the device were assessed with three questionnaires: the Simulator Sickness Questionnaire (SSQ), the Presence Questionnaire (PQ), and the System Usability Scale (SUS). Results: All of the participants completed both sessions. Most of the participants (78.4%) had no significant adverse effects (SSQ < 5). The sense of presence in the virtual environment was particularly high (106.42 ± 9.46). Participants reported good usability of the device (86.08 ± 7.54). Conclusions: This study demonstrated the usability of our fully immersive VR device for gait rehabilitation and did not lead to cybersickness. Future studies should evaluate the same parameters and the effectiveness of this device with non-ambulatory stroke patients. Full article
(This article belongs to the Special Issue Innovative Technology in Rehabilitation)
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10 pages, 1294 KiB  
Brief Report
Wearable Immersive Virtual Reality Device for Promoting Physical Activity in Parkinson’s Disease Patients
by Pablo Campo-Prieto, José Mª Cancela-Carral and Gustavo Rodríguez-Fuentes
Sensors 2022, 22(9), 3302; https://doi.org/10.3390/s22093302 - 26 Apr 2022
Cited by 42 | Viewed by 6386
Abstract
Parkinson’s disease (PD) is a neurological disorder that usually appears in the 6th decade of life and affects up to 2% of older people (65 years and older). Its therapeutic management is complex and includes not only pharmacological therapies but also physiotherapy. Exercise [...] Read more.
Parkinson’s disease (PD) is a neurological disorder that usually appears in the 6th decade of life and affects up to 2% of older people (65 years and older). Its therapeutic management is complex and includes not only pharmacological therapies but also physiotherapy. Exercise therapies have shown good results in disease management in terms of rehabilitation and/or maintenance of physical and functional capacities, which is important in PD. Virtual reality (VR) could promote physical activity in this population. We explore whether a commercial wearable head-mounted display (HMD) and the selected VR exergame could be suitable for people with mild–moderate PD. In all, 32 patients (78.1% men; 71.50 ± 11.80 years) were a part of the study. Outcomes were evaluated using the Simulator Sickness Questionnaire (SSQ), the System Usability Scale (SUS), the Game Experience Questionnaire (GEQ post-game module), an ad hoc satisfaction questionnaire, and perceived effort. A total of 60 sessions were completed safely (without adverse effects (no SSQ symptoms) and with low scores in the negative experiences of the GEQ (0.01–0.09/4)), satisfaction opinions were positive (88% considered the training “good” or “very good”), and the average usability of the wearable HMD was good (75.16/100). Our outcomes support the feasibility of a boxing exergame combined with a wearable commercial HMD as a suitable physical activity for PD and its applicability in different environments due to its safety, usability, low cost, and small size. Future research is needed focusing on postural instability, because it seems to be a symptom that could have an impact on the success of exergaming programs aimed at PD. Full article
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