We used a desktop computer game environment to study the effect Field-of-View (FOV) on cybersickness. In particular, we examined the effect of differences between the internal FOV (iFOV, the FOV which the graphics generator is using to render its images) and the external FOV (eFOV, the FOV of the presented images as seen from the physical viewpoint of the observer). Somewhat counter-intuitively, we find that congruent iFOVs and eFOVs lead to a higher incidence of cybersickness. A possible explanation is that the incongruent conditions were too extreme, thereby reducing the experience of vection. We also studied the user experience (appraisal) of this virtual environment as a function of the degree of cybersickness. We find that cybersick participants experience the simulated environment as less pleasant and more arousing, and possibly also as more distressing. Our present findings have serious implications for desktop simulations used both in military and in civilian training, instruction and planning applications.
Cybersickness and desktop simulations: field of view effects and user experience
Enhanced and Synthetic Vision 2008 ; 2008 ; Orlando,Florida,United States
Proc. SPIE ; 6957
2008-04-15
Conference paper
Electronic Resource
English
Cybersickness and desktop simulations: field of view effects and user experience [6957-21]
British Library Conference Proceedings | 2008
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