Recent research has attempted to identify methods to mitigate cybersickness and examine its aftereffects. In this direction, this paper examines the effects of cybersickness on cognitive, motor, and reading performance in VR. Also, this paper evaluates the mitigating effects of music on cybersickness, as well as the role of gender, and the computing, VR, and gaming experience of the user. This paper reports two studies. In the 1st study, 92 participants selected the music tracks considered most calming (low valence) or joyful (high valence) to be used in the 2nd study. In the 2nd study, 39 participants performed an assessment four times, once before the rides (baseline), and then once after each ride (3 rides). In each ride either Calming, or Joyful, or No Music was played. During each ride, linear and angular accelerations took place to induce cybersickness in the participants. In each assessment, while immersed in VR, the participants evaluated their cybersickness symptomatology and performed a verbal working memory task, a visuospatial working memory task, and a psychomotor task. While responding to the cybersickness questionnaire (3D UI), eye-tracking was conducted to measure reading time and pupillometry. The results showed that Joyful and Calming music substantially decreased the intensity of nausea-related symptoms. However, only Joyful music significantly decreased the overall cybersickness intensity. Importantly, cybersickness was found to decrease verbal working memory performance and pupil size. Also, it significantly decelerated psychomotor (reaction time) and reading abilities. Higher gaming experience was associated with lower cybersickness. When controlling for gaming experience, there were no significant differences between female and male participants in terms of cybersickness. The outcomes indicated the efficiency of music in mitigating cybersickness, the important role of gaming experience in cybersickness, and the significant effects of cybersickness on pupil size, cognition, psychomotor skills, and reading ability.
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http://dx.doi.org/10.1109/TVCG.2023.3247062 | DOI Listing |
Digit Health
January 2025
Department of Health Promotion and Health Education, College of Education, National Taiwan Normal University, Taipei, Taiwan.
Background: Improving cognitive function in healthy older adults is a global concern. Cognitive training delays mental deterioration. The utilization of robots and board games for aiding older adults in cognitive training represents a prominent technological trend and is a subject of meriting investigation.
View Article and Find Full Text PDFSci Rep
January 2025
School of Computer Science and Engineering, Southeast University, Nanjing, China.
The rapid urbanization has led to the loss of natural spaces and a subsequent disconnection between humans and nature, negatively affecting residents' well-being and environmental awareness. There is a a growing interest in leveraging technology to address this gap in Human-Computer Interaction. This article introduces GoChirp, an AI-powered wearable device for enhancing nature relatedness within urban landscapes.
View Article and Find Full Text PDFJMIR Serious Games
January 2025
Hospital de Clínicas de Porto Alegre, Porto Alegre, Brazil.
Background: This study evaluated the effectiveness of a virtual reality (VR) high-intensity interval training (HIIT) boxing protocol compared to traditional high-intensity circuit training (HICT) in improving exercise motivation, engagement, and physiological responses among 30 healthy medical students.
Objective: The purpose was to compare the VR HIIT protocol, which involved using an Oculus Quest 2 for a futuristic exoskeleton game experience, with a traditional 12-exercise HICT.
Methods: In total, 30 medical students engaged in both VR HIIT, using an Oculus Quest 2 for a futuristic exoskeleton game experience, and a traditional 12-exercise HICT.
Background: Many efforts to increase the uptake of e-mental health (eMH) have failed due to a lack of knowledge and skills, particularly among professionals. To train health care professionals in technology, serious gaming concepts such as educational escape rooms are increasingly used, which could also possibly be used in mental health care. However, such serious-game concepts are scarcely available for eMH training for mental health care professionals.
View Article and Find Full Text PDFCyberpsychol Behav Soc Netw
January 2025
Persuasive Information Systems, University of Oulu, Oulu, Finland.
A substantial portion of the literature investigating whether playing video games with violent content causes aggressive thoughts, feelings, and behaviors has relied on experimental exposure to video game violence. To date, there is significant evidence suggesting these concepts are positively related, while other experiments demonstrate a null effect. A potential explanation for these contradicting findings is a failure to account for confounding such as video game performance and video game experience.
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