Do it again! – A paradigm and pilot study for the differentiation of habituation and adaptation on cybersickness susceptibility
Tue-Main hall - Z2a-Poster 2-5606
Presented by: Judith Josupeit
Experiencing virtual reality (VR) can cause discomfort ranging from headache to nausea, also called cybersickness. Evidence suggests that individual susceptibility to cybersickness is reduced by repeated exposure. However, the literature lacks a comprehensive differentiation of the potential working mechanisms which is why previous experience with VR leads to partially contradictive findings. To unravel the working mechanism behind the repeated exposure we developed a paradigm, that differentiates between habituation and adaptation. Thereby, we address the role of quality and stimulus intensity in reducing cybersickness. To separate habituation and adaptation the paradigm uses a repeated measures design (three sessions on two days) with the between-subjects factor of game order. While Group 1 plays a witch game and a knife-throwing game on the first day, Group 2 only plays the witch game. On the second day, the witch game is played the second time in both groups, but Group 2 additionally plays the knife-throwing game. Both games use controller locomotion, collecting tasks, and standing VR to achieve an ecologically valid setting.
For the efficacy of the paradigm and the functionality of the VR application, we conducted a pilot study (N = 6). The qualitative and quantitative results of the pilot study led to a positive evaluation of the approach and some improvements. To conclude, the developed paradigm serves as a basis for standardized research methods that address the question of the working mechanism behind the effect of repeated exposure. Systematically conducted future research can therefore assist the development of countermeasures against cybersickness.
Keywords: Virtual Reality, Cybersickness, Previous Experience, Paradigm, Adaptation, Habituation