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Effect of screen configuration on the neck angle, muscle activity, and simulator sickness symptoms in virtual reality
Sobhit Pokhrel1, Jaejin Hwang1
1Department of Industrial and Systems Engineering, Northern Illinois University, DeKalb, IL, USA.
Background:
There is a lack of information about the optimal setup of multiple screen configurations in virtual reality (VR) office work.
Objective:
The objective of this study was to evaluate the effects of different screen configurations on neck flexion, rotation, neck muscle activity, and simulator sickness symptoms during Virtual Reality (VR) office work.
Methods:
Twelve participants (7 males; 21 to 27 years old) performed copy-paste and drag-drop tasks in three different screen configurations (single screen, primary-secondary screen, and double screen) in a randomized order. Optical motion capture system, electromyography (EMG) device, and simulator sickness questionnaire (SSQ) were used to measure the users' responses.
Results:
Neck rotation angles, muscle activities, and VR sickness were significantly affected by the screen configurations (p < 0.021). The primary-secondary screen showed the highest right rotation angle (median: -33.47°) and left sternocleidomastoid (SCM) muscle activities (median: 12.57% MVC). Both single (median: 22.42) and primary-secondary (median: 22.40) screen showed the highest value of SSQ.
Conclusions:
The screen configurations in VR could be an important design factor affecting the users' physical demands of the neck and VR sickness symptoms. Asymmetric neck rotations caused by the primary-secondary screen conditions should be avoided.

