Virtual reality sickness (VR sickness) occurs when exposure to a virtual environment causes symptoms that are similar to motion sickness symptoms.[1] The most common symptoms are general discomfort, eye strain, headache, stomach awareness, nausea, vomiting, pallor, sweating, fatigue, drowsiness, disorientation, and apathy.[2] Other symptoms include postural instability and retching.[2] Common causes are low frame rate, input lag, and the vergence-accommodation-conflict.[3][4]
Virtual reality sickness is different from motion sickness in that it can be caused by the visually-induced perception of self-motion; real self-motion is not needed.[1] It is also different from simulator sickness; non-virtual reality simulator sickness tends to be characterized by oculomotor disturbances, whereas virtual reality sickness tends to be characterized by disorientation.[5][6]
^ abLaViola, J. J. Jr (2000). "A discussion of cybersickness in virtual environments". ACM SIGCHI Bulletin. 32: 47–56. CiteSeerX 10.1.1.544.8306. doi:10.1145/333329.333344. S2CID 13006130.
^ abKolasinski, E. M. "Simulator sickness in virtual environments (ARI 1027)" (PDF). www.dtic.mil. U.S. Army Research Institute for the Behavioral and Social Sciences. Archived from the original on April 6, 2015. Retrieved 22 July 2014.
^Lawson, Ben D.; Stanney, Kay M. (2021). "Editorial: Cybersickness in Virtual Reality and Augmented Reality". Frontiers in Virtual Reality. 2. doi:10.3389/frvir.2021.759682. ISSN 2673-4192.
^Costa, Brandon (2011-10-25). "Vergence-Accommodation Conflict: Why Bad 3D Literally Makes You Sick". Sports Video Group. Retrieved 2022-10-10.
^Stanney, K. M.; Kennedy, R. S.; Drexler, J. M. (1997). "Cybersickness is not simulator sickness". Proceedings of the Human Factors and Ergonomics Society Annual Meeting. 41 (2): 1138–1142. doi:10.1177/107118139704100292. S2CID 70690770.
^Kourtesis, Panagiotis; Linnell, Josie; Amir, Rayaan; Argelaguet, Ferran; MacPherson, Sarah E. (March 2023). "Cybersickness in Virtual Reality Questionnaire (CSQ-VR): A Validation and Comparison against SSQ and VRSQ". Virtual Worlds. 2 (1): 16–35. arXiv:2301.12591. doi:10.3390/virtualworlds2010002. ISSN 2813-2084.
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