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Published on: April 5, 2018
Effects of image scale and system time delay on simulator sickness within head-coupled virtual environments
M H Draper1, E S Viire, T A Furness
1US Air Force Research Laboratory, Wright-Patterson Air Force Base, Ohio 45433, USA. mark.draper@wpafb.af.mil
Human Factors
|July 28, 2001
Summary
Altered virtual reality visuals, not system delays, significantly increase simulator sickness. This research highlights visual-vestibular mismatch as a key factor in virtual environment discomfort.
Area of Science:
- Human-Computer Interaction
- Virtual Reality Safety
- Sensory Perception
Background:
- Virtual environments can induce simulator sickness due to conflicting visual-vestibular cues.
- Understanding these effects is crucial for virtual reality (VR) system safety and user experience.
Purpose of the Study:
- To investigate how varying virtual image scale factors and system time delays impact simulator sickness.
- To assess the relationship between visual-vestibular conflict and reported sickness symptoms.
Main Methods:
- Two experiments exposed participants to a 50-min virtual environment using a head-coupled interface.
- Experiment 1 manipulated image scale factors (0.5, 1.0, 2.0). Experiment 2 added time delays (125, 250 ms).
- Simulator sickness was measured via self-reports during exposure, questionnaires, and head movement data.
Main Results:
- Significantly higher simulator sickness reports occurred with minification (0.5) and magnification (2.0) image scale factors compared to the neutral (1.0) condition.
- Simulator sickness levels did not significantly vary with introduced system time delays.
- No substantial increase in sickness was observed with time delays above 48 ms.
Conclusions:
- Visual-vestibular mismatch, particularly altered image scale, is a primary driver of simulator sickness in VR.
- System time delay appears to be a less significant factor in simulator sickness compared to visual scaling.
- Findings inform the design of safer and more comfortable virtual environment systems for training, simulation, and entertainment.

