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Cybersickness Testing Of Gender And Experience Factors Using Virtual Reality Ancella Hendrika; Clara Theresia; Thedy Yogasara
Jurnal Internasional Teknik, Teknologi dan Ilmu Pengetahuan Alam Vol 2 No 2 (2020): International Journal of Engineering, Technology and Natural Sciences
Publisher : University of Technology Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (276.334 KB) | DOI: 10.46923/ijets.v2i2.79

Abstract

One of the technologies that people are starting to get interested in is virtual reality (VR). VR is widely used as a means of entertainment, even more so at this time, the e-sports industry is developing rapidly. However, the use of VR can cause cybersickness, a disease arising from sensory and perceptual mismatches between the visual and vestibular systems. The emergence of cybersickness can be related to gender and experience using VR. There have been studies on cybersickness, but the results obtained had not come to the same conclusion. This research aims to identify the effect of gender and experience using VR, predict the timing of cybersickness by using physiological measurements, and provide recommendations that can minimize cybersickness in activities using VR. The measuring instruments used are the galvanic skin response (GSR) and a simulator sickness questionnaire (SSQ). In this study, the influence test is conducted by using ANOVA and Kruskal-Wallis to determine whether gender and experience using VR affect the potential for cybersickness. Based on the GSR measurement results, it found that gender and experiences of using VR do not affect a person's potential for cybersickness. From the result of SSQ measurement, gender does not affect the cybersickness, but the experience of using VR affected a person's potential for cybersickness. Qualitatively, cybersickness symptoms appear in the 15-20 minutes after the VR game has set in. Therefore, it is recommended to limit the usage of VR to less than 15 to 20 minutes per session. Keywords: cybersickness, galvanic skin response (GSR), simulator sickness questionnaire (SSQ), virtual reality
Recommendations to Reduce Cybersickness in Virtual Reality Based on User’s Personality and Eye Health Alfonsius Geraldi; Clara Theresia; Yansen Theopilus
Jurnal Rekayasa Sistem & Industri Vol 11 No 01 (2024): Jurnal Rekayasa Sistem & Industri
Publisher : School of Industrial and System Engineering, Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/jrsi.v11i01.597

Abstract

The use of Virtual Reality (VR) technology is closely related to Cybersickness (CS), namely a feeling ofdizziness that arises due to differences in perception between what is felt and seen. Other research showthat personality and eye health can affect a person's perception thus affecting the level of CS felt. The studyaims to identify the relationship between personality and eye health on CS and make recommendations toreduce for gaming industries. The research was conducted with within-subject experimental design with twovariables, personality and eye health. The initial study made an experimental design which was followed bya pilot study to determine the minimum sample size for the study and improvements to the experiment.Furthermore, participant data was collected in the form of personality, eye health, completion time, andVirtual Reality Sickness Questionnaire (VRSQ) score. Data was collected from 36 participants and thenprocessed statistically. The data were tested for classical assumptions and searched for their relationship withthe two-way ANOVA. After knowing the existence of a relationship, a Post-hoc Test (Tukey's Test) wasconducted to find the most significant group. The results shows that there was a significant relationshipbetween personality and eye health on CS (P-Value < 0.05), where participants with introvert personalityand abnormal eye conditions are more vulnerable. From the results of the study, it is recommended thatsettings be made to reduce screen shakes, limit playing time, choose the right game, and do oculomotorexercises before playing.