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VR Sickness Adaptation With Ramped Optic Flow Transfers From Abstract To Realistic Environments
Isayas Adhanom1, Savannah Halow2, Eelke Folmer1
1Department of Computer Science and Engineering, University of Nevada, Reno, NV, United States.
Summary
Virtual reality (VR) sickness can be reduced by training users to adapt to visual stimuli. This study shows gradual adaptation to optic flow in abstract environments improves tolerance and increases VR accessibility.
Area of Science:
- Human-Computer Interaction
- Neuroscience
- Perceptual Psychology
Background:
- Virtual reality (VR) sickness is a significant barrier to widespread VR adoption.
- It is often caused by a sensory conflict between simulated self-motion and physical movement.
- Current mitigation strategies can be complex and lead to inconsistent user experiences.
Purpose of the Study:
- To investigate a novel approach for reducing VR sickness by training users' adaptive perceptual mechanisms.
- To assess the effectiveness of gradual adaptation to optic flow in abstract environments.
- To determine if adaptation to abstract environments transfers to more naturalistic VR settings.
Main Methods:
- Recruited users susceptible to VR sickness with limited VR experience.
- Measured baseline sickness in a naturalistic VR environment.
- Exposed participants to progressively increasing optic flow strength in abstract environments over successive days.
- Re-measured sickness in the naturalistic environment to assess adaptation transfer.
Main Results:
- VR sickness measures significantly decreased with successive daily exposures.
- Adaptation to optic flow in abstract environments was successful.
- The acquired adaptation maintained its effectiveness when participants returned to the naturalistic VR environment.
Conclusions:
- Gradual adaptation training in controlled, abstract VR environments can effectively reduce VR sickness susceptibility.
- This method offers a promising, user-centric approach to increase VR accessibility.
- Adaptation is transferable across different VR visual environments.
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