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    Rotation gain in CAVE systems did not impact simulator sickness or presence but harmed spatial knowledge for new users. Experience with 3D applications and CAVE exposure mitigated simulator sickness.

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    Area of Science:

    • Virtual Reality
    • Human-Computer Interaction
    • Immersive Environments

    Background:

    • Rotation gain, altering real-to-virtual motion mapping, is used in head-mounted displays and projection systems.
    • Previous studies explored rotation gain in head-mounted displays, but not in CAVE systems.

    Purpose of the Study:

    • To investigate the effects of rotation gain in a CAVE (Cave Automatic Virtual Environment) system.
    • To assess impacts on simulator sickness, presence, user performance, and spatial knowledge.

    Main Methods:

    • An experiment involving 87 participants in a CAVE-like virtual environment.
    • Manipulation of rotation gain factor and measurement of simulator sickness, presence, cognitive task performance, and spatial knowledge.

    Main Results:

    • No significant effects of rotation gain on simulator sickness, presence, or cognitive performance.
    • Rotation gain negatively influenced spatial knowledge, particularly for inexperienced users.
    • Confirmed previous findings: negative correlation between simulator sickness and presence/performance/spatial knowledge; positive correlation between presence and spatial knowledge.

    Conclusions:

    • Rotation gain in CAVE systems does not significantly affect simulator sickness or presence but can impair spatial knowledge acquisition.
    • User experience with 3D applications and prior CAVE exposure can reduce simulator sickness.
    • Women reported a higher incidence of simulator sickness.