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Simulator sickness in virtual display gaming: a comparison of stereoscopic and non-stereoscopic situations

Published: 12 September 2006 Publication History

Abstract

In this paper we compare simulator sickness symptoms produced by racing game in three different conditions. In the first experiment the participants played the Need for Speed car racing game with an ordinary 17" display and in the second and third experiments they used a head-worn virtual display for the game playing. The difference between experiments 2 and 3 was in the use of stereoscopy, as in the third experiment the car racing game was seen in stereoscopic three-dimensions. Our results indicated that there were no significant differences in sickness symptoms when we compared the ordinary display and the virtual display in non-stereoscopic mode. In stereoscopic condition the eye strain and disorientation symptoms were significantly elevated compared to the ordinary display. We conclude that using a virtual display as an accessory in a mobile device is a viable alternative, because the non-stereoscopic virtual display did not produce significantly more sickness symptoms compared to ordinary game playing.

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Cited By

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  • (2024)"I may only be able to sit through 30 minutes": Gaming Sickness and Its Impact on Players' Experiences With GamesProceedings of Mensch und Computer 202410.1145/3670653.3677494(582-587)Online publication date: 1-Sep-2024
  • (2024)Potential factors contributing to observed sex differences in virtual-reality-induced sicknessExperimental Brain Research10.1007/s00221-023-06760-0242:2(463-475)Online publication date: 3-Jan-2024
  • (2023)The Statistics of Eye Movements and Binocular Disparities during VR Gaming: Implications for Headset DesignACM Transactions on Graphics10.1145/354952942:1(1-15)Online publication date: 19-Jan-2023
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cover image ACM Other conferences
MobileHCI '06: Proceedings of the 8th conference on Human-computer interaction with mobile devices and services
September 2006
320 pages
ISBN:1595933905
DOI:10.1145/1152215
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Published: 12 September 2006

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Author Tags

  1. games
  2. head-worn display
  3. mobile gaming
  4. near-to-eye display
  5. simulator sickness
  6. user experience
  7. virtual display

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Overall Acceptance Rate 202 of 906 submissions, 22%

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View all
  • (2024)"I may only be able to sit through 30 minutes": Gaming Sickness and Its Impact on Players' Experiences With GamesProceedings of Mensch und Computer 202410.1145/3670653.3677494(582-587)Online publication date: 1-Sep-2024
  • (2024)Potential factors contributing to observed sex differences in virtual-reality-induced sicknessExperimental Brain Research10.1007/s00221-023-06760-0242:2(463-475)Online publication date: 3-Jan-2024
  • (2023)The Statistics of Eye Movements and Binocular Disparities during VR Gaming: Implications for Headset DesignACM Transactions on Graphics10.1145/354952942:1(1-15)Online publication date: 19-Jan-2023
  • (2022)The Influence of Gaming Experience and Optic Flow on Simulator Sickness: Insights from a Driving Simulator StudyAdjunct Proceedings of the 14th International Conference on Automotive User Interfaces and Interactive Vehicular Applications10.1145/3544999.3552532(149-152)Online publication date: 17-Sep-2022
  • (2022)Subjective Evaluation of Visual Quality and Simulator Sickness of Short 360$^\circ$ Videos: ITU-T Rec. P.919IEEE Transactions on Multimedia10.1109/TMM.2021.309371724(3087-3100)Online publication date: 2022
  • (2021)Immersive visual technologies and human healthProceedings of the 32nd European Conference on Cognitive Ergonomics10.1145/3452853.3452856(1-6)Online publication date: 26-Apr-2021
  • (2021)Can Therapists Design Robot-Mediated Interventions and Teleoperate Robots Using VR to Deliver Interventions for ASD?2021 IEEE International Conference on Robotics and Automation (ICRA)10.1109/ICRA48506.2021.9561112(3669-3676)Online publication date: 30-May-2021
  • (2021)Research on the Relationship between Virtual Reality Content and Physiological ResponseJournal of Physics: Conference Series10.1088/1742-6596/2026/1/0120142026:1(012014)Online publication date: 1-Sep-2021
  • (2020)A Survey of Digital Eye Strain in Gaze-Based Interactive SystemsACM Symposium on Eye Tracking Research and Applications10.1145/3379155.3391313(1-12)Online publication date: 2-Jun-2020
  • (2019)A Smartphone-based gaming system for vestibular rehabilitation: A usability studyJournal of Vestibular Research10.3233/VES-19066029:2-3(147-160)Online publication date: 25-Jul-2019
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