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A Systematic Review of Cybersickness

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Published:02 December 2014Publication History

ABSTRACT

The uptake of new interface technologies, such as the Oculus Rift have generated renewed interest in virtual reality especially for private entertainment use. However, long standing issues with unwanted side effects, such as nausea from cybersickness, continue to impact on the general use of devices such as head mounted displays. This in turn has slowed the uptake of more immersive interfaces for computer gaming and indeed more serious applications in training and health. In this paper we report a systematic review in the area of cybersickness with a focus on measuring the diverse symptoms experienced. Indeed the related conditions of simulator sickness and motion sickness have previously been well studied and yet many of the issues are unresolved. Here we report on these issues along with a number of measures, both subjective and objective in nature, using either questionnaires or psychophysiological measures that have been used to study cybersickness. We also report on the factors, individual, device related and task dependent that impact on the condition. We conclude that there remains a need to develop more cost-effective and objective physiological measures of both the impact of cybersickness and a person's susceptibility to the condition.

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        cover image ACM Other conferences
        IE2014: Proceedings of the 2014 Conference on Interactive Entertainment
        December 2014
        259 pages
        ISBN:9781450327909
        DOI:10.1145/2677758

        Copyright © 2014 ACM

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        Publication History

        • Published: 2 December 2014

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        IE2014 Paper Acceptance Rate27of42submissions,64%Overall Acceptance Rate64of148submissions,43%

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