Assessment of Spatial Presence Experiences and Symptoms of Cybersickness in Dynamic and Static Virtual Environments

动态和静态虚拟环境中空间临场体验和网络晕动症症状的评估

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Abstract

Background/Objectives: Virtual reality (VR) is becoming an increasingly popular therapeutic tool, with immersion being a key component that provides users with a sense of spatial presence in virtual environments. However, comprehensive research is lacking on the impact of static versus dynamic VR environments on changes in perceived spatial presence. The aim of this study was to assess the experience of spatial presence in virtual environments and to examine the relationship between spatial presence and users' emotional responses during exposure to static and dynamic VR scenarios. The study also sought to compare the effects of static and dynamic environments on the occurrence of cybersickness symptoms. Methods: The study included 30 participants aged 18 to 26. Each participant was instructed to view two separate films, with each film lasting 20 min (with a 20 min break between them) in virtual reality using Oculus Meta Quest 2 VR goggles, and to share their experiences. Cybersickness was assessed using the Virtual Reality Sickness Questionnaire (VRSQ), emotional responses were evaluated using the International Positive and Negative Affect Schedule-Short Form (I-PANAS-SF), and spatial presence was measured with the Spatial Presence Experience Scale (SPES). Results: In the group of participants who viewed the dynamic film, a significant decrease in stress levels was observed after the projection as compared to the baseline resting state (p = 0.002), along with an increase in experienced relaxation (p < 0.001). In contrast, in the group that viewed the static film, no significant changes were found in stress levels (p = 0.464) or experienced relaxation (p = 0.455) when compared to baseline. The dynamic environment had the greatest impact on the occurrence of cybersickness symptoms, with all responses indicating a progressive increase compared to the static condition. The static environment produced only minor disturbances. Conclusions: These findings confirm that virtual environments can influence users' emotional states, particularly highlighting the relationship between spatial presence and emotional experience.

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