Demographic and Behavioral Correlates of Cybersickness: A Large Lab-in-the-Field Study of 837 Participants

Research output: Contribution to journalJournal articleResearchpeer-review

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Demographic and Behavioral Correlates of Cybersickness : A Large Lab-in-the-Field Study of 837 Participants. / Luong, Tiffany; Plechata, Adela; Mobus, Max; Atchapero, Michael; Boehm, Robert; Makransky, Guido; Holz, Christian.

In: 2022 IEEE INTERNATIONAL SYMPOSIUM ON MIXED AND AUGMENTED REALITY (ISMAR 2022), 2022, p. 307-316.

Research output: Contribution to journalJournal articleResearchpeer-review

Harvard

Luong, T, Plechata, A, Mobus, M, Atchapero, M, Boehm, R, Makransky, G & Holz, C 2022, 'Demographic and Behavioral Correlates of Cybersickness: A Large Lab-in-the-Field Study of 837 Participants', 2022 IEEE INTERNATIONAL SYMPOSIUM ON MIXED AND AUGMENTED REALITY (ISMAR 2022), pp. 307-316. https://doi.org/10.1109/ISMAR55827.2022.00046

APA

Luong, T., Plechata, A., Mobus, M., Atchapero, M., Boehm, R., Makransky, G., & Holz, C. (2022). Demographic and Behavioral Correlates of Cybersickness: A Large Lab-in-the-Field Study of 837 Participants. 2022 IEEE INTERNATIONAL SYMPOSIUM ON MIXED AND AUGMENTED REALITY (ISMAR 2022), 307-316. https://doi.org/10.1109/ISMAR55827.2022.00046

Vancouver

Luong T, Plechata A, Mobus M, Atchapero M, Boehm R, Makransky G et al. Demographic and Behavioral Correlates of Cybersickness: A Large Lab-in-the-Field Study of 837 Participants. 2022 IEEE INTERNATIONAL SYMPOSIUM ON MIXED AND AUGMENTED REALITY (ISMAR 2022). 2022;307-316. https://doi.org/10.1109/ISMAR55827.2022.00046

Author

Luong, Tiffany ; Plechata, Adela ; Mobus, Max ; Atchapero, Michael ; Boehm, Robert ; Makransky, Guido ; Holz, Christian. / Demographic and Behavioral Correlates of Cybersickness : A Large Lab-in-the-Field Study of 837 Participants. In: 2022 IEEE INTERNATIONAL SYMPOSIUM ON MIXED AND AUGMENTED REALITY (ISMAR 2022). 2022 ; pp. 307-316.

Bibtex

@article{726b522ce4a14217840d9f521cbd8100,
title = "Demographic and Behavioral Correlates of Cybersickness: A Large Lab-in-the-Field Study of 837 Participants",
abstract = "Cybersickness has been one of the main impediments to the widespread adoption of Virtual Reality for decades. It has been argued that several factors can influence the occurrence of cybersickness, such as technical factors, interaction design, but also users{\textquoteright} demographics and their perceived presence. Yet, previous studies had comparably small sample sizes and demographically homogeneous samples; comparisons across studies (e.g., regarding demographic factors) are challenging due to the large variation in the studiedvirtual environments. In this paper, we address these limitations and report the results of a lab-in-the-field experiment on cybersickness with a large and heterogeneous sample of N = 837 participants who navigated and interacted inside a virtual environment (ages 18–80, M = 29.34, SD = 9.50, 431 males, 400 females, 6 non-binaries and other). We found that female participants and participants with lower VR experience were more susceptible to experiencing higher levels of cybersickness. Participants{\textquoteright} cybersickness levels increased withthe time spent in VR and with the distance traversed in the virtual world up to a point, above which reported levels declined. We also found a link between higher levels of cybersickness and reduced head motion, as well as between lower levels of cybersickness and more head motion, which led them to explore more of the virtual environment. In contrast to past studies, we did not find any evidence suggesting an effect of age on cybersickness, nor a negative correlation between presence and cybersickness. Based on our results, we derived a model that achieves a mean classification accuracy of 67.1% for two levels of cybersickness using demographic, user experience, and behavioral data in VR.",
keywords = "Human-centered computing, Human computer interaction (HCI), Interaction paradigms, Virtual reality",
author = "Tiffany Luong and Adela Plechata and Max Mobus and Michael Atchapero and Robert Boehm and Guido Makransky and Christian Holz",
year = "2022",
doi = "10.1109/ISMAR55827.2022.00046",
language = "English",
pages = "307--316",
journal = "2022 IEEE INTERNATIONAL SYMPOSIUM ON MIXED AND AUGMENTED REALITY (ISMAR 2022)",
issn = "1554-7868",

}

RIS

TY - JOUR

T1 - Demographic and Behavioral Correlates of Cybersickness

T2 - A Large Lab-in-the-Field Study of 837 Participants

AU - Luong, Tiffany

AU - Plechata, Adela

AU - Mobus, Max

AU - Atchapero, Michael

AU - Boehm, Robert

AU - Makransky, Guido

AU - Holz, Christian

PY - 2022

Y1 - 2022

N2 - Cybersickness has been one of the main impediments to the widespread adoption of Virtual Reality for decades. It has been argued that several factors can influence the occurrence of cybersickness, such as technical factors, interaction design, but also users’ demographics and their perceived presence. Yet, previous studies had comparably small sample sizes and demographically homogeneous samples; comparisons across studies (e.g., regarding demographic factors) are challenging due to the large variation in the studiedvirtual environments. In this paper, we address these limitations and report the results of a lab-in-the-field experiment on cybersickness with a large and heterogeneous sample of N = 837 participants who navigated and interacted inside a virtual environment (ages 18–80, M = 29.34, SD = 9.50, 431 males, 400 females, 6 non-binaries and other). We found that female participants and participants with lower VR experience were more susceptible to experiencing higher levels of cybersickness. Participants’ cybersickness levels increased withthe time spent in VR and with the distance traversed in the virtual world up to a point, above which reported levels declined. We also found a link between higher levels of cybersickness and reduced head motion, as well as between lower levels of cybersickness and more head motion, which led them to explore more of the virtual environment. In contrast to past studies, we did not find any evidence suggesting an effect of age on cybersickness, nor a negative correlation between presence and cybersickness. Based on our results, we derived a model that achieves a mean classification accuracy of 67.1% for two levels of cybersickness using demographic, user experience, and behavioral data in VR.

AB - Cybersickness has been one of the main impediments to the widespread adoption of Virtual Reality for decades. It has been argued that several factors can influence the occurrence of cybersickness, such as technical factors, interaction design, but also users’ demographics and their perceived presence. Yet, previous studies had comparably small sample sizes and demographically homogeneous samples; comparisons across studies (e.g., regarding demographic factors) are challenging due to the large variation in the studiedvirtual environments. In this paper, we address these limitations and report the results of a lab-in-the-field experiment on cybersickness with a large and heterogeneous sample of N = 837 participants who navigated and interacted inside a virtual environment (ages 18–80, M = 29.34, SD = 9.50, 431 males, 400 females, 6 non-binaries and other). We found that female participants and participants with lower VR experience were more susceptible to experiencing higher levels of cybersickness. Participants’ cybersickness levels increased withthe time spent in VR and with the distance traversed in the virtual world up to a point, above which reported levels declined. We also found a link between higher levels of cybersickness and reduced head motion, as well as between lower levels of cybersickness and more head motion, which led them to explore more of the virtual environment. In contrast to past studies, we did not find any evidence suggesting an effect of age on cybersickness, nor a negative correlation between presence and cybersickness. Based on our results, we derived a model that achieves a mean classification accuracy of 67.1% for two levels of cybersickness using demographic, user experience, and behavioral data in VR.

KW - Human-centered computing

KW - Human computer interaction (HCI)

KW - Interaction paradigms

KW - Virtual reality

U2 - 10.1109/ISMAR55827.2022.00046

DO - 10.1109/ISMAR55827.2022.00046

M3 - Journal article

SP - 307

EP - 316

JO - 2022 IEEE INTERNATIONAL SYMPOSIUM ON MIXED AND AUGMENTED REALITY (ISMAR 2022)

JF - 2022 IEEE INTERNATIONAL SYMPOSIUM ON MIXED AND AUGMENTED REALITY (ISMAR 2022)

SN - 1554-7868

ER -

ID: 346254363