The Correlations of Scene Complexity, Workload, Presence, and Cybersickness in a Task-Based VR Game

dc.contributor.author Sanaei, Mohammadamin
dc.contributor.author Gilbert, Stephen
dc.contributor.author Javadpour, Nikoo
dc.contributor.author Sabouni, Hila
dc.contributor.author Dorneich, Michael
dc.contributor.author Kelly, Jonathan
dc.contributor.department Department of Industrial and Manufacturing Systems Engineering
dc.contributor.department Virtual Reality Applications Center
dc.contributor.department Psychology
dc.date.accessioned 2024-04-04T14:12:23Z
dc.date.available 2024-04-04T14:12:23Z
dc.date.issued 2024-03-27
dc.description.abstract This investigation examined the relationships among scene complexity, workload, presence, and cybersickness in virtual reality (VR) environments. Numerous factors can influence the overall VR experience, and existing research on this matter is not yet conclusive, warranting further investigation. In this between-subjects experimental setup, 44 participants engaged in the Pendulum Chair game, with half exposed to a simple scene with lower optic flow and lower familiarity, and the remaining half to a complex scene characterized by higher optic flow and greater familiarity. The study measured the dependent variables workload, presence, and cybersickness and analyzed their correlations. Equivalence testing was also used to compare the simple and complex environments. Results revealed that despite the visible differences between the environments, within the 10% boundaries of the maximum possible value for workload and presence, and 13.6% of the maximum SSQ value, a statistically significant equivalence was observed between the simple and complex scenes. Additionally, a moderate, negative correlation emerged between workload and SSQ scores. The findings suggest two key points: (1) the nature of the task can mitigate the impact of scene complexity factors such as optic flow and familiarity, and (2) the correlation between workload and cybersickness may vary, showing either a positive or negative relationship.
dc.description.comments This is a preprint from Sanaei, Mohammadamin, Stephen B. Gilbert, Nikoo Javadpour, Hila Sabouni, Michael C. Dorneich, and Jonathan W. Kelly. "The Correlations of Scene Complexity, Workload, Presence, and Cybersickness in a Task-Based VR Game." arXiv preprint arXiv:2403.19019 (2024). doi: https://doi.org/10.48550/arXiv.2403.19019. Copyright 2024 The Authors. Posted with permission. CC BY.
dc.identifier.uri https://dr.lib.iastate.edu/handle/20.500.12876/Dw88JM6w
dc.language.iso en
dc.publisher arXiv
dc.source.uri https://doi.org/10.48550/arXiv.2403.19019 *
dc.subject.disciplines DegreeDisciplines::Physical Sciences and Mathematics::Computer Sciences::Graphics and Human Computer Interfaces
dc.subject.disciplines DegreeDisciplines::Social and Behavioral Sciences::Psychology::Community Psychology
dc.subject.keywords virtual reality experience
dc.subject.keywords scene complexity
dc.subject.keywords workload
dc.subject.keywords presence
dc.subject.keywords cybersickness
dc.title The Correlations of Scene Complexity, Workload, Presence, and Cybersickness in a Task-Based VR Game
dc.type Preprint
dspace.entity.type Publication
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