Exploring vestibular stimulation to reduce the influence of cybersickness on virtual reality experiences

IntroductionThere is increasing use of head-worn displays to support immersive virtual reality (VR) experiences. However, users of such technology often encounter motion sickness-like effects, commonly termed cybersickness. The unpleasant effects of cybersickness can limit the duration of VR technol...

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Main Authors: Shamus P. Smith, Eugene Nalivaiko, Sam Owen, Didier Depireux, Mark Flynn
Format: Article
Language:English
Published: Frontiers Media S.A. 2025-01-01
Series:Frontiers in Virtual Reality
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Online Access:https://www.frontiersin.org/articles/10.3389/frvir.2024.1478106/full
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author Shamus P. Smith
Eugene Nalivaiko
Sam Owen
Didier Depireux
Mark Flynn
author_facet Shamus P. Smith
Eugene Nalivaiko
Sam Owen
Didier Depireux
Mark Flynn
author_sort Shamus P. Smith
collection DOAJ
description IntroductionThere is increasing use of head-worn displays to support immersive virtual reality (VR) experiences. However, users of such technology often encounter motion sickness-like effects, commonly termed cybersickness. The unpleasant effects of cybersickness can limit the duration of VR technology usage and deter return use after only one bad experience. One explanation of cybersickness is that it is a physiological responses to perceived differences between the visual and vestibular stimulation provided via VR technology and the user’s current body positioning and movement, i.e., a mismatch between visual and vestibular senses.MethodsAn exploratory user study is described that investigates the use of technology to influence vestibular cues and change experiences of cybersickness. A vestibular stimulation device using bone conduction was applied to users experiencing cybersickness induced by a VR roller-coaster in a head-worn display. Three conditions were tested: a control group without the device and two groups with the device configured to different vibration force levels.ResultsResults showed that users with the stronger vibration level, when compared to a control group, had different virtual environment experiences with longer ride durations and lower reported nausea scores.DiscussionAlthough limited by participant numbers, the results are promising for applying vestibular stimulation to positively influence cybersickness experiences in head-worn displays. Given the spreading application of VR technologies and the need to mitigate cybersickness, there is a need to further evaluate the efficacy of such devices.
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spelling doaj-art-941791ff8d054ca883b177717e8033af2025-01-23T06:56:19ZengFrontiers Media S.A.Frontiers in Virtual Reality2673-41922025-01-01510.3389/frvir.2024.14781061478106Exploring vestibular stimulation to reduce the influence of cybersickness on virtual reality experiencesShamus P. Smith0Eugene Nalivaiko1Sam Owen2Didier Depireux3Mark Flynn4School of Information and Communication Technology, Griffith University, Brisbane, QLD, AustraliaSchool of Biomedical Sciences and Pharmacy, University of Newcastle, Newcastle, NSW, AustraliaOtolith Labs, Washington, DC, United StatesOtolith Labs, Washington, DC, United StatesSchool of Engineering, University of Newcastle, Newcastle, NSW, AustraliaIntroductionThere is increasing use of head-worn displays to support immersive virtual reality (VR) experiences. However, users of such technology often encounter motion sickness-like effects, commonly termed cybersickness. The unpleasant effects of cybersickness can limit the duration of VR technology usage and deter return use after only one bad experience. One explanation of cybersickness is that it is a physiological responses to perceived differences between the visual and vestibular stimulation provided via VR technology and the user’s current body positioning and movement, i.e., a mismatch between visual and vestibular senses.MethodsAn exploratory user study is described that investigates the use of technology to influence vestibular cues and change experiences of cybersickness. A vestibular stimulation device using bone conduction was applied to users experiencing cybersickness induced by a VR roller-coaster in a head-worn display. Three conditions were tested: a control group without the device and two groups with the device configured to different vibration force levels.ResultsResults showed that users with the stronger vibration level, when compared to a control group, had different virtual environment experiences with longer ride durations and lower reported nausea scores.DiscussionAlthough limited by participant numbers, the results are promising for applying vestibular stimulation to positively influence cybersickness experiences in head-worn displays. Given the spreading application of VR technologies and the need to mitigate cybersickness, there is a need to further evaluate the efficacy of such devices.https://www.frontiersin.org/articles/10.3389/frvir.2024.1478106/fullhead-worn displaycybersicknessvirtual realityvestibular stimulationhead-mounted displayVR headset
spellingShingle Shamus P. Smith
Eugene Nalivaiko
Sam Owen
Didier Depireux
Mark Flynn
Exploring vestibular stimulation to reduce the influence of cybersickness on virtual reality experiences
Frontiers in Virtual Reality
head-worn display
cybersickness
virtual reality
vestibular stimulation
head-mounted display
VR headset
title Exploring vestibular stimulation to reduce the influence of cybersickness on virtual reality experiences
title_full Exploring vestibular stimulation to reduce the influence of cybersickness on virtual reality experiences
title_fullStr Exploring vestibular stimulation to reduce the influence of cybersickness on virtual reality experiences
title_full_unstemmed Exploring vestibular stimulation to reduce the influence of cybersickness on virtual reality experiences
title_short Exploring vestibular stimulation to reduce the influence of cybersickness on virtual reality experiences
title_sort exploring vestibular stimulation to reduce the influence of cybersickness on virtual reality experiences
topic head-worn display
cybersickness
virtual reality
vestibular stimulation
head-mounted display
VR headset
url https://www.frontiersin.org/articles/10.3389/frvir.2024.1478106/full
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