
Evaluation of cybersickness in virtual reality in driving simulator
Author(s) -
Ana Agić,
Lidija Mandić
Publication year - 2021
Publication title -
acta graphica
Language(s) - English
Resource type - Journals
eISSN - 1848-3828
pISSN - 0353-4707
DOI - 10.25027/agj2017.28.v30i2.210
Subject(s) - virtual reality , simulator sickness , motion sickness , metric (unit) , psychology , vertigo , vestibular system , simulation , computer science , audiology , artificial intelligence , engineering , medicine , operations management , surgery , psychiatry , neuroscience
Virtual reality (VR) devices are becoming a more popular and widespread tool for learning, gaming and entertainment purposes. One of familiar problems of emerging in VR is side effect known as cybersickness, which can be a nuisance for consumers of VR content. This occurrence can be explained as visual and vestibular conflict. The problem with cybersickness lies within the fact that the body is stationary, but eyes perceive motion in virtual reality, also known as vection. Cybersickness symptoms that often occur include blurred vision, headache, vertigo, upset stomach and other. Aim of this research is to observe changes in cybersickness symptoms in two tested conditions (2D display and VR). In this paper, subjective and objective metric of evaluation regarding cybersickness in VR driving simulation are used. Subjective metric is survey and objective metric is electroencephalogram (EEG). Results of the survey indicate which symptoms of cybersickness are more pronounced during driving in virtual environment compared with classic 2D screen experience. Statistically significant difference was found for 6 variables, which include vertigo, blurred vision and headache. Objective metric showed that highest average beta wave was in VR setting, as well as beta/alpha ratio, which is associated with stress and excitement.