Mitigating Cybersickness in Virtual Reality: Impact of Eye–Hand Coordination Tasks, Immersion, and Gaming Skills DOI Creative Commons

Sokratis Papaefthymiou,

Anastasios Giannakopoulos,

Πέτρος Ρούσσος

и другие.

Virtual Worlds, Год журнала: 2024, Номер 3(4), С. 506 - 535

Опубликована: Ноя. 15, 2024

Cybersickness remains a significant challenge for virtual reality (VR) applications, particularly in highly immersive environments. This study examined the effects of immersion, task performance, and individual differences on cybersickness symptoms across multiple stages VR exposure. Forty-seven participants aged 18–45 completed within-subjects design that involved Virtual Reality Questionnaire (CSQ-VR) Deary–Liewald Reaction Time (DLRT) task. were assessed four stages: before after 12 min rollercoaster ride designed to induce cybersickness. The results showed increases following ride, with partial recovery during post-ride tasks. Eye–hand coordination tasks, performed mitigated nausea, as well vestibular, oculomotor symptoms, suggesting engagement plays key role alleviating predictors symptom severity included susceptibility motion sickness gaming experience, proficiency first-person shooter (FPS) games, which was associated reduced intensity. While later stages, nausea vestibular discomfort, overall levels remained elevated post-immersion. These findings underscore importance timing, differences, experience developing strategies mitigate enhance user experiences

Язык: Английский

The Effects of Videogame Skills Across Diverse Genres on Verbal and Visuospatial Short-Term and Working Memory, Hand-Eye Coordination, and Empathy in Early Adulthood DOI Open Access

Triantafyllia Zioga,

Aristotelis Ferentinos,

Eleni Konsolaki

и другие.

Опубликована: Июнь 26, 2024

The cognitive and affective impacts of video games are subjects ongoing debate, with recent research recognizing their potential benefits. This study employs the Gaming Skill Questionnaire (GSQ) to evaluate participants' gaming skills across six genres overall proficiency. Eighty-eight individuals aged 20-40 participated, completed assessments empathy abilities: verbal short-term memory, working visuospatial psychomotor speed (hand-eye coordination), attention. Cognitive abilities were examined using Digit Span Test, Corsi Block Deary-Liewald Reaction Time Task, while was assessed Empathy Quotient Questionnaire. Findings indicate that high game skill levels correlate improvements in speed, Different enhanced specific skills: RPGs positively influenced memory but negatively affected empathy; action improved attention; puzzle benefited memory. These promising results contribute on effects games, highlighting for enhance certain functions also underscoring complexity impact empathy. Future should further investigate genre-specific long-term outcomes.

Язык: Английский

Процитировано

2

Mitigating Cybersickness in Virtual Reality: Impact of Eye–Hand Coordination Tasks, Immersion, and Gaming Skills DOI Creative Commons

Sokratis Papaefthymiou,

Anastasios Giannakopoulos,

Πέτρος Ρούσσος

и другие.

Virtual Worlds, Год журнала: 2024, Номер 3(4), С. 506 - 535

Опубликована: Ноя. 15, 2024

Cybersickness remains a significant challenge for virtual reality (VR) applications, particularly in highly immersive environments. This study examined the effects of immersion, task performance, and individual differences on cybersickness symptoms across multiple stages VR exposure. Forty-seven participants aged 18–45 completed within-subjects design that involved Virtual Reality Questionnaire (CSQ-VR) Deary–Liewald Reaction Time (DLRT) task. were assessed four stages: before after 12 min rollercoaster ride designed to induce cybersickness. The results showed increases following ride, with partial recovery during post-ride tasks. Eye–hand coordination tasks, performed mitigated nausea, as well vestibular, oculomotor symptoms, suggesting engagement plays key role alleviating predictors symptom severity included susceptibility motion sickness gaming experience, proficiency first-person shooter (FPS) games, which was associated reduced intensity. While later stages, nausea vestibular discomfort, overall levels remained elevated post-immersion. These findings underscore importance timing, differences, experience developing strategies mitigate enhance user experiences

Язык: Английский

Процитировано

2