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Original scientific paper
https://doi.org/10.25027/agj2017.28.v30i2.210

Evaluation of cybersickness in virtual reality in driving simulator

Ana Agić ; Faculty of Graphic Arts, University of Zagreb, Zagreb, Croatia
Lidija Mandić ; Faculty of Graphic Arts, University of Zagreb, Zagreb, Croatia

Fulltext: english, pdf (529 KB) pages 11-16 downloads: 62* cite
APA 6th Edition
Agić, A. & Mandić, L. (2019). Evaluation of cybersickness in virtual reality in driving simulator. Acta graphica, 30 (2), 11-16. https://doi.org/10.25027/agj2017.28.v30i2.210
MLA 8th Edition
Agić, Ana and Lidija Mandić. "Evaluation of cybersickness in virtual reality in driving simulator." Acta graphica, vol. 30, no. 2, 2019, pp. 11-16. https://doi.org/10.25027/agj2017.28.v30i2.210. Accessed 19 Sep. 2021.
Chicago 17th Edition
Agić, Ana and Lidija Mandić. "Evaluation of cybersickness in virtual reality in driving simulator." Acta graphica 30, no. 2 (2019): 11-16. https://doi.org/10.25027/agj2017.28.v30i2.210
Harvard
Agić, A., and Mandić, L. (2019). 'Evaluation of cybersickness in virtual reality in driving simulator', Acta graphica, 30(2), pp. 11-16. https://doi.org/10.25027/agj2017.28.v30i2.210
Vancouver
Agić A, Mandić L. Evaluation of cybersickness in virtual reality in driving simulator. Acta graphica [Internet]. 2019 [cited 2021 September 19];30(2):11-16. https://doi.org/10.25027/agj2017.28.v30i2.210
IEEE
A. Agić and L. Mandić, "Evaluation of cybersickness in virtual reality in driving simulator", Acta graphica, vol.30, no. 2, pp. 11-16, 2019. [Online]. https://doi.org/10.25027/agj2017.28.v30i2.210

Abstracts
Virtual reality (VR) devices are becoming a more popular and widespread tool for learning, gaming and entertainment purposes. One of familiar problems of emerging in VR is side effect known as cybersickness, which can be a nuisance for consumers of VR content. This occurrence can be explained as visual and vestibular conflict. The problem with cybersickness lies within the fact that the body is stationary, but eyes perceive motion in virtual reality, also known as vection. Cybersickness symptoms that often occur include blurred vision, headache, vertigo, upset stomach and other. Aim of this research is to observe changes in cybersickness symptoms in two tested conditions (2D display and VR). In this paper, subjective and objective metric of evaluation regarding cybersickness in VR driving simulation are used. Subjective metric is survey and objective metric is electroencephalogram (EEG). Results of the survey indicate which symptoms of cybersickness are more pronounced during driving in virtual environment compared with classic 2D screen experience. Statistically significant difference was found for 6 variables, which include vertigo, blurred vision and headache. Objective metric showed that highest average beta wave was in VR setting, as well as beta/alpha ratio, which is associated with stress and excitement.

Keywords
virtual reality, cybersickness, driving simulation, EEG

Hrčak ID: 257422

URI
https://hrcak.srce.hr/257422

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