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The Impact of Virtual Reality Content Characteristics on Cybersickness and Head Movement Patterns
Seo-Yoon Park1, Dong-Kyun Koo2
1Department of Physical Therapy, College of Health and Welfare, Woosuk University, 443 Samnye-ro, Samnye-eup, Wanju-gun 55338, Republic of Korea.
Sensors (Basel, Switzerland)
|January 11, 2025
Summary
Static virtual reality (VR) viewing causes more cybersickness than dynamic VR. Head movement patterns in dynamic VR are linked to cybersickness severity, offering insights for VR content design.
Area of Science:
- Human-Computer Interaction
- Virtual Reality Technology
- Neuroscience
Background:
- Virtual reality (VR) is increasingly used but often causes cybersickness, including nausea and dizziness.
- Understanding factors contributing to cybersickness is crucial for improving VR user experience.
Purpose of the Study:
- To compare cybersickness levels and head movement patterns across dynamic VR (DVR), static VR (SVR), and a control condition (CON).
- To investigate the relationship between VR content characteristics, head movement, and cybersickness severity.
Main Methods:
- Thirty healthy adults participated in the study.
- Head movements were recorded using a Meta Quest 2 VR headset and analyzed with Python.
- Subjective cybersickness was measured using the Virtual Reality Sickness Questionnaire (VRSQ).
Main Results:
- Static VR (SVR) induced the highest VRSQ scores, indicating severe cybersickness.
- Dynamic VR (DVR) showed significantly higher head movement variations (CV, integral values, mean velocity) (p < 0.05).
- VR content characteristics directly influence head movement patterns and cybersickness.
Conclusions:
- VR content design significantly impacts cybersickness through user head movement.
- Analyzing head movement patterns is vital for cybersickness research and VR experience optimization.

