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Recovery time from VR sickness due to susceptibility: Objective and quantitative evaluation using
Ye Shin Woo1, Kyoung-Mi Jang1, Sun Gu Nam1,2
1Korea Research Institute of Standards and Science, Daejeon, Republic of Korea.
Heliyon
|April 25, 2023
Summary
Virtual reality (VR) sickness recovery takes about 11.5 minutes, regardless of individual sensitivity. Both subjective and objective measures confirm this duration, offering insights for VR usage guidelines.
Area of Science:
- Neuroscience
- Human-Computer Interaction
- Virtual Reality Studies
Background:
- Virtual reality (VR) use is expanding, increasing concerns about adverse effects like VR sickness.
- Understanding VR sickness and its recovery is crucial for user experience and safety.
Purpose of the Study:
- To investigate virtual reality (VR) sickness recovery time using electroencephalography (EEG).
- To compare recovery times between individuals with high and low motion sickness susceptibility.
- To identify objective EEG markers associated with VR sickness recovery.
Main Methods:
- 40 participants were assessed for motion sickness susceptibility using the Motion Sickness Susceptibility Questionnaire (MSSQ).
- Participants were divided into sensitive and non-sensitive groups based on MSSQ scores.
- VR sickness was induced via a VR video, and recovery was measured using the Simulator Sickness Questionnaire (SSQ) and EEG.
Main Results:
- Simulator Sickness Questionnaire (SSQ) scores significantly increased in both groups after VR exposure (p < 0.001).
- Subjective recovery times (SSQ) were 11.3 ± 6.6 min (sensitive) and 9.1 ± 5.2 min (non-sensitive), with no significant difference.
- EEG indicated a significant increase in delta wave activity across all brain areas (p < 0.01), with an average objective recovery time of 11.5 ± 7.1 min.
Conclusions:
- Individual susceptibility does not significantly alter VR sickness recovery time.
- Both subjective (SSQ) and objective (EEG) measures indicate a consistent VR sickness recovery period of approximately 11.5 minutes.
- Findings provide a basis for establishing recommended VR session durations and recovery periods.

