Virtual reality environment design of managing both presence and virtual reality sickness

Nobuhisa Tanaka, Hideyuki Takagi

    Research output: Contribution to journalArticlepeer-review

    47 Citations (Scopus)

    Abstract

    It is difficult to design the Virtual Reality (VR) Environment which controls VR sickness and promotes presence. This is because the relationship between the user's susceptibility to VR sickness and a sense of presence, determined by velocity and visual angle of the visual information, involves a trade-off between the two. Then we propose the optimal value search system which computes efficiently the velocity and visual angle which control VR sickness and do not impair presence by taking account of a subject's characteristic. Under certain experimental conditions, some subjects showed serious VR sickness whose simulator sickness questionnaire total score was more than 60 and needed more than 30 minutes to recover from VR sickness. However, on the condition of angular velocity and visual angle computed by our proposed method, all subjects felt their vection, which was our index for the sense of presence, over 70 percent of their experiment time; no subject needed more than 5 minutes to recover from VR sickness.

    Original languageEnglish
    Pages (from-to)313-317
    Number of pages5
    JournalJournal of physiological anthropology and applied human science
    Volume23
    Issue number6
    DOIs
    Publication statusPublished - Nov 2004

    All Science Journal Classification (ASJC) codes

    • Social Sciences(all)

    Fingerprint

    Dive into the research topics of 'Virtual reality environment design of managing both presence and virtual reality sickness'. Together they form a unique fingerprint.

    Cite this