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eISSN: 2719-9665
ISSN: 2719-5139
Physiotherapy Review
Bieżący numer Archiwum Artykuły zaakceptowane O czasopiśmie Rada naukowa Bazy indeksacyjne Prenumerata Kontakt Zasady publikacji prac Standardy etyczne i procedury
Panel Redakcyjny
Zgłaszanie i recenzowanie prac online
4/2024
vol. 28
 
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Artykuł przeglądowy

The effect of dynamic and static virtual reality environments on the prevalence of cybersickness symptoms

Konrad Młyńczak
1
,
Witold Pawełczyk
2
,
Javier Molina Jimenez
3
,
Alejandro Galán-Mercant
3, 4
,
Sebastian Rutkowski
2

  1. Descartes' Error Student Scientific Circle, Opole University of Technology, Opole, Poland
  2. Department of Physical Education and Physiotherapy, Opole University of Technology, Opole, Poland
  3. Department of Nursing and Physical Therapy, Faculty of Health Sciences, Universidad de Cádiz, Cádiz, Spain
  4. Institute of Biomedicine of Cádiz, Biomedical Research and Innovation Institute of Cadiz (INiBICA), Cádiz, Spain
Physiotherapy Review, 2024, 28(4), 46-56
Data publikacji online: 2024/12/20
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Background
Advances in virtual reality (VR) technology have facilitated its increasing use as a therapeutic and diagnostic tool across various clinical contexts. However, cybersickness (CS), characterized by symptoms such as nausea, disorientation, and visual discomfort, remains a significant barrier to broader VR adoption

Aims
This study aimed to evaluate the effect of dynamic versus static VR environments on the prevalence and severity of cybersickness symptoms in young adults.

Material and methods
A total of 30 participants were exposed to two distinct VR environments using VR head-mounted displays. The dynamic condition involved a roller coaster simulation, while the static condition consisted of a calm beach scene. Cybersickness symptoms were measured using the Virtual Reality Sickness Questionnaire (VRSQ).

Results
Exposure to the dynamic environment elicited a significant increase in cybersickness symptoms compared with both baseline and the static environment (p < 0.001). Participants reported higher levels of general discomfort, eye strain, and dizziness under the dynamic condition. In contrast, no significant increase in symptoms was observed following exposure to the static environment.

Conclusions
Dynamic VR environments substantially exacerbate cybersickness symptoms compared with static environments. These findings suggest that the complexity and speed of visual stimuli are critical factors influencing the development of cybersickness, and highlight the need for careful environment design to minimize adverse effects on users.


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