Although immersive technologies such as virtual reality are constantly growing for personal and professional purposes, their use can often induce a transient state of discomfort known as cybersickness, resulting in numerous symptoms and perceptive-motor vulnerability. In an attempt to develop leads to mitigate cybersickness, encouraging findings have reported decreased symptoms during the presentation of pleasant smells. However, the diffusion of smells in ecological settings is very challenging. An interesting alternative could reside in odor imagery (OI), known for its neurophysiological, behavioral and psychological similarities with odor perception. The aim of this study was therefore to determine the effects of pleasant OI on virtual reality induced cybersickness. Thirty participants performed two 14-minute virtual reality sessions simulating a first-person view from a boat. During the second session we added a picture at the center of the visual field, allowing for pleasant and intense OI based on individualized psychometrical measures. Participants were instructed to focus on the smell evoked by this picture. For both immersions, cybersickness was characterized by the evolution of scores on the Simulator Sickness Questionnaire, and duration of immersion. Our results show that both measures were positively affected by pleasant OI, indicating a decreased intensity of cybersickness symptoms associated with a longer tolerance of the virtual environment. We suggest the observed effects could be mediated by emotional regulation mechanisms driven by pleasant OI, alleviating cybersickness in a similar way to pleasant odor perception. These findings could open the door to new applications of pleasant sensory imagery as strategies to alleviate transient states of discomfort in immersive technologies or perhaps motion-induced sickness.
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JMIR Med Educ
March 2025
Division of Pulmonary, Critical Care, & Sleep Medicine, Department of Medicine, NYU Grossman School of Medicine, 550 First Avenue, 15th Floor, Medical ICU, New York, NY, 10016, United States, 1 2122635800.
Background: Although technology is rapidly advancing in immersive virtual reality (VR) simulation, there is a paucity of literature to guide its implementation into health professions education, and there are no described best practices for the development of this evolving technology.
Objective: We conducted a qualitative study using semistructured interviews with early adopters of immersive VR simulation technology to investigate use and motivations behind using this technology in educational practice, and to identify the educational needs that this technology can address.
Methods: We conducted 16 interviews with VR early adopters.
PLoS One
March 2025
Institute for Advanced Studies in Humanities and Social Science, Beihang University, Beijing, China.
Objective: To understand the addiction situation and influencing factors of virtual reality users, and provide reference basis for timely and effective prevention and intervention of user addiction.
Methods: Based on a questionnaire survey, univariate analysis, multivariate analysis, and model prediction were conducted on the data of 1164 participants in VR related Facebook groups and Reddit subedits.
Results: The single factor analysis results show that the user's own attributes, usage duration, perception level, and application types of virtual reality devices can significantly affect the degree of addiction; The results of multivariate analysis showed that the age of users, the number of days used per week, the number of hours used per day, and the perceived level of the device can significantly affect the probability of addiction.
IEEE Trans Vis Comput Graph
March 2025
The rising popularity of 360-degree images and virtual reality (VR) has spurred a growing interest among creators in producing visually appealing content through effective color grading processes. Although existing computational approaches have simplified the global color adjustment for entire images with Preferential Bayesian Optimization (PBO), they neglect local colors for points of interest and are not optimized for the immersive nature of VR. In response, we propose a dual-level PBO framework that integrates global and local color adjustments tailored for VR environments.
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March 2025
Distractions in mixed reality (MR) environments can significantly influence user experience, affecting key factors such as presence, reaction time, cognitive load, and Break in Presence (BIP). Presence measures immersion, reaction time captures user responsiveness, cognitive load reflects mental effort, and BIP represents moments when attention shifts from the virtual to the real world, breaking immersion. While prior work has established that distractions impact these factors individually, the relationship between these constructs remains underexplored, particularly in MR environments where users engage with both real and virtual stimuli.
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March 2025
Trust in agents within Virtual Reality is becoming increasingly important, as they provide advice and influence people's decision-making. However, previous studies show that encountering speech recognition errors can reduce users' trust in agents. Such errors lead users to ignore the agent's advice and make suboptimal decisions.
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