Head mounted displays (HMDs) are visualization devices that provide high levels of immersion in virtual environments (VEs), which have been recently used to enhance the experience of subjects performing a physical exercise. However, the use of these devices in rehabilitation is discussed as it could cause cybersickness and other physical drawbacks. In this context, we conducted a preliminary study investigating the experiences of navigating in the same VEs using a cycle-ergometer and either a projected screen (PS) or a HMD, considering whether the “the Sense of Presence” influenced the device’s preference. Thirty-three healthy young adults were enrolled and randomized in four groups to counterbalance the two conditions and to investigate the effects of 5-days washout. Most of the subjects (n = 26) preferred the HMD with respect to PS; sense of presence was higher using HMD than using projector (t = −11.47, p < 0.001), but the difference between conditions was higher for those who preferred the HMD (t = −14.64, p < 0.001), compared to those who chose projector (t = −2.70, p < 0.05). The correlation of presence with cybersickness revealed that, despite higher levels of sickness, sense of presence probably counts more in choosing the HMD as the preferred device.

Sense of presence and cybersickness while cycling in virtual environments: Their contribution to subjective experience

Arlati, Sara;Ferrigno, Giancarlo;Sacco, Marco
2018-01-01

Abstract

Head mounted displays (HMDs) are visualization devices that provide high levels of immersion in virtual environments (VEs), which have been recently used to enhance the experience of subjects performing a physical exercise. However, the use of these devices in rehabilitation is discussed as it could cause cybersickness and other physical drawbacks. In this context, we conducted a preliminary study investigating the experiences of navigating in the same VEs using a cycle-ergometer and either a projected screen (PS) or a HMD, considering whether the “the Sense of Presence” influenced the device’s preference. Thirty-three healthy young adults were enrolled and randomized in four groups to counterbalance the two conditions and to investigate the effects of 5-days washout. Most of the subjects (n = 26) preferred the HMD with respect to PS; sense of presence was higher using HMD than using projector (t = −11.47, p < 0.001), but the difference between conditions was higher for those who preferred the HMD (t = −14.64, p < 0.001), compared to those who chose projector (t = −2.70, p < 0.05). The correlation of presence with cybersickness revealed that, despite higher levels of sickness, sense of presence probably counts more in choosing the HMD as the preferred device.
2018
Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
9783319952697
Immersive environments; Presence; Virtual reality; Theoretical Computer Science; Computer Science (all)
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11311/1063047
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