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dc.contributor.authorThorp, Sebastian
dc.contributor.authorRee, Alexander Sævild
dc.contributor.authorGrassini, Simone
dc.date.accessioned2023-03-29T13:53:48Z
dc.date.available2023-03-29T13:53:48Z
dc.date.created2022-10-13T20:37:39Z
dc.date.issued2022
dc.identifier.citationThorp, S., Sævild Ree, A., & Grassini, S. (2022). Temporal development of sense of presence and cybersickness during an immersive vr experience. Multimodal Technologies and Interaction, 6(5), 31.en_US
dc.identifier.issn2414-4088
dc.identifier.urihttps://hdl.handle.net/11250/3060965
dc.description.abstractFollowing the advances in modern head-mounted displays, research exploring the human experience of virtual environments has seen a surge in interest. Researchers have examined how to promote individuals’ sense of presence, i.e., their experience of “being” in the VE, as well as to diminish the negative side effects of cybersickness. Studies investigating the relationship between sense of presence and cybersickness have reported heterogeneous results. Authors that found a positive relation have argued that the phenomena have shared cognitive underpinnings. However, recent literature has reported that positive associations can be explained by the confounding factor of immersion. The current study aims to investigate how cybersickness and sense of presence are associated and develop over time. During the experiment, participants were exposed to a virtual roller coaster and presented orally with questions aimed to quantify their perceived sense of presence and cybersickness. The results of the experiment indicate that cybersickness and sense of presence are both modulated by the time spent in the virtual setting. The utilized short measures for sense of presence and cybersickness were found to be reliable alternatives to multi-item questionnaires.en_US
dc.language.isoengen_US
dc.publisherMDPIen_US
dc.rightsNavngivelse 4.0 Internasjonal*
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/deed.no*
dc.titleTemporal Development of Sense of Presence and Cybersickness during an Immersive VR Experienceen_US
dc.typePeer revieweden_US
dc.typeJournal articleen_US
dc.description.versionpublishedVersionen_US
dc.rights.holderThe authorsen_US
dc.subject.nsiVDP::Teknologi: 500en_US
dc.source.volume6en_US
dc.source.journalMultimodal Technologies and Interactionen_US
dc.source.issue5en_US
dc.identifier.doi10.3390/mti6050031
dc.identifier.cristin2061323
cristin.ispublishedtrue
cristin.fulltextoriginal
cristin.qualitycode1


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