The Effects of User's Role and User's Mood towards Cyber Sickness Symptoms on Desktop Computer in Virtual Reality Environment
-
https://doi.org/10.14419/ijet.v7i4.29.21964
Received date: November 28, 2018
Accepted date: November 28, 2018
Published date: November 26, 2018
-
Cyber sickness, simulator sickness, virtual reality, desktop simulation -
Abstract
Virtual reality is a promising technology that shows rapid growth in recent years. In some virtual reality practicality cases, users perceive symptoms that are similar to motion sickness. This symptom occurs due to cyber sickness or simulation sickness. Apparently, there are many factors that could contribute to cyber sickness. This study will focus on user’s role and user’s mood factors. The objectives of this research are to examine the user’s role and user’s mood effects towards cyber sickness symptoms and the interaction between both factors towards cyber sickness symptoms. A set of data was collected by using simulated sickness and arousal scale questionnaire and the result shows that user’s role and user’s mood effect on cyber sickness, meanwhile, there is no interaction effect between user’s role and user’s mood towards cyber sickness. This research outcomes contributed to the awareness of the cyber sickness among computer users in accordance to develop better virtual reality system in future.
-
References
- Van Der Spek, E. D., Toet, A., & Houtkamp, J. M. (2009). Cyber sickness Influences the Affective Appraisal of a Virtual Environ-ment. Applied Ergonomics, submitted, 26–31.
- Bruck, S., & Watters, P. A. (2009b). Estimating cyber sickness of simulated motion using the Simulator Sickness Questionnaire (SSQ): A controlled study. In Proceedings of the 2009 6th Interna-tional Conference on Computer Graphics, Imaging and Visualiza-tion: New Advances and Trends, CGIV2009, 486–488.
- Kennedy, R. S., Lane, N. E., Berbaum, K. S., & Lilienthal, M. G. (1993). Simulator Sickness Questionnaire: An Enhanced Method for Quantifying Simulator Sickness. The International Journal of Aviation Psychology, 3(3), 203–220.
- LaViola, J. (2000). A discussion of cyber sickness in virtual envi-ronments. ACM SIGCHI Bulletin, 32(1), 47–56.
- Toet, A., de Vries, S. C., van Emmerik, M. L., & Bos, J. E. (2008). Cyber sickness and desktop simulations: Field of view effects and user experience. Enhanced and Synthetic Vision 2008, 6957, P9570–P9570 195.
- Boechler, P., Krol, A., Raso, J., & Blois, T. (2009). Virtual reality interventions for rehabilitation: Considerations for developing pro-tocols. Annual Review of Cyber Therapy and Telemedicine, 7, 102–104.
- Cameirão, M. S., Badia, S. B. I., Oller, E. D., & Verschure, P. F. M. J. (2010). Neurorehabilitation using the virtual reality based Reha-bilitation Gaming System: methodology, design, psychometrics, us-ability and validation. Journal of Neuro engineering and Rehabilita-tion, 7, 48.
- Koenig, S. T., Crucian, G. P., Dalrymple-Alford, J. C., & Dünser, A. (2009). Virtual reality rehabilitation of spatial abilities after brain damage. Annual Review of Cyber Therapy and Telemedicine, 7, 105–107.
- Slater, M., Spanlang, B., Sanchez-Vives, M. V., & Blanke, O. (2010). First person experience of body transfer in virtual reality. PLoS ONE, 5.
- Takahashi, K., Meilinger, T., Watanabe, K., & Bülthoff, H. H. (2013). Psychological influences on distance estimation in a virtual reality environment. Frontiers in Human Neuroscience, 7, 580. doi:10.3389/fnhum.2013.00580
- Wegener, M., McIntyre, T. J., McGrath, D., Savage, C. M., & Wil-liamson, M. (2012). Developing a virtual physics world. Australa-sian Journal of Educational Technology, 28, 504–521.
- Seay, A. F., Krum, D. M., Hodges, L., & Ribarsky, W. (2001). Simulator sickness and presence in a high FOV virtual environment. Proceedings IEEE Virtual Reality 2001.
- Sharples, S., Cobb, S., Moody, A., & Wilson, J. R. (2008). Virtual reality induced symptoms and effects (VRISE): Comparison of head mounted display (HMD), desktop and projection display sys-tems. Displays, 29(2), 58–69.
- Stanney, K. M., & Hash, P. (1998). Locus of User-Initiated Control in Virtual Environments: Influences on Cyber sickness. Presence: Teleoperators and Virtual Environments, 7(5), 447–459.
- Bruck, S., & Watters, P. A. (2009a). Autonomic nervous system factors underlying anxiety in virtual environments: A regression model for cyber sickness. In VSMM 2009 - Proceedings of the 15th International Conference on Virtual Systems and Multimedia, 67–72.
- Adachi, P. J. C., & Willoughby, T. (2011). The effect of video game competition and violence on aggressive behavior: Which characteris-tic has the greatest influence? Psychology of Violence, 1(4), 259–274.
- Anderson, C. (1995). Hot temperatures, hostile affect, hostile cogni-tion, and arousal: Tests of a general model of affective aggression. Personality and Social, 21(5), 434–448.
- Eisinga, R., Grotenhuis, M., & Pelzer, B. (2013). The reliability of a two-item scale: Pearson, Cronbach, or Spearman-Brown? Interna-tional Journal of Public Health, 58(4), 637–42.
-
Downloads
-
How to Cite
Osman, S., Hoang, L. C., Basaruddin, S., Hassan, R. A., Kasim, C. M. M., & Zuarni Ramli, R. (2018). The Effects of User’s Role and User’s Mood towards Cyber Sickness Symptoms on Desktop Computer in Virtual Reality Environment. International Journal of Engineering and Technology, 7(4.29), 166-172. https://doi.org/10.14419/ijet.v7i4.29.21964
