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    Virtual reality (VR) allows new interactions, but virtual body tilting can cause discomfort. This study found that altering virtual pitch orientation did not significantly increase sickness or decrease comfort, enabling new VR applications.

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    Area of Science:

    • Human-Computer Interaction
    • Virtual Reality Technology
    • User Experience Research

    Background:

    • Virtual reality (VR) offers immersive experiences but faces challenges with user comfort, disorientation, and cybersickness.
    • Existing VR applications often limit virtual body orientation to match physical posture due to these concerns.
    • Underexplored capabilities in VR interaction stem from the need to balance immersion with user well-being.

    Purpose of the Study:

    • To investigate the impact of altering virtual pitch orientation on user comfort, simulator sickness, and interaction performance in VR.
    • To determine the feasibility of VR experiences with virtual body orientations independent of physical posture.
    • To assess the relationship between virtual tilt magnitude and subjective/objective user responses.

    Main Methods:

    • A within-subject experimental design was employed with 30 seated participants.
    • Participants experienced 12 different virtual pitch orientations, ranging from moderate to extreme (±180°).
    • Data collected included subjective ratings of comfort and simulator sickness, perceptual responses, and task performance metrics.

    Main Results:

    • No significant increases in nausea, disorientation, or decreased comfort were observed across various virtual tilt conditions.
    • Mild virtual tilts performed comparably to baseline (no tilt) conditions.
    • Extreme virtual tilts also maintained low levels of nausea, with mixed but generally non-significant effects on performance (forward tilts neutral/improved, backward tilts slightly impaired).

    Conclusions:

    • VR experiences can incorporate virtual body orientations that differ from the user's physical posture without detrimentally affecting comfort or performance.
    • These findings support the development of novel VR applications in simulation, interface design, visualization, creative content, and gaming.
    • The study demonstrates the potential for greater design freedom in VR by decoupling virtual and physical body orientations.