Virtual Reality Induced Symptoms and Effects: Concerns, Causes, Assessment & Mitigation
Open accessAbstract
The utilization of commercially available virtual reality (VR) environments has increased over the last decade. Motion sickness that is commonly reported while using VR devices is still prevalent and reported at a higher than acceptable rate. The virtual reality induced symptoms and effects (VRISE) are considered the largest barrier to widespread usage. Current measurement methods have uniform use across studies but are subjective and are not designed for VR. VRISE and other motion sickness symptom profiles are similar but not exactly the same. Common objective physiological and biomechanical as well as subjective perception measures correlated with VRISE should be used instead. Many physiological biomechanical and subjective changes evoked by VRISE have been identified. There is a great difficulty in claiming that these changes are directly caused by VRISE due to numerous other factors that are known to alter these variables resting states. Several theories exist regarding the causation of VRISE. Among these is the sensory conflict theory resulting from differences in expected and actual sensory input. Reducing these conflicts has been shown to decrease VRISE. User characteristics contributing to VRISE severity have shown inconsistent results. Guidelines of field of view (FOV), resolution, and frame rate have been developed to prevent VRISE. Motion-to-photons latency movement also contributes to these symptoms and effects. Intensity of content is positively correlated to VRISE, as is the speed of navigation and oscillatory displays. Duration of immersion shows greater VRISE, though adaptation has been shown to occur from multiple immersions. The duration of post immersion VRISE is related to user history of motion sickness and speed of onset. Cognitive changes from VRISE include decreased reaction time and eye hand coordination. Methods to lower VRISE have shown some success. Postural control presents a potential objective variable for predicting and monitoring VRISE intensity. Further research is needed to lower the rate of VRISE symptom occurrence as a limitation of use.
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The VR experience might induce visually induced motion sickness (VIMS) characterized by nausea, dizziness, and disorientation, mainly containing sensory conflicts between the visual and vestibular systems.
“For example, the experience might induce visually induced motion sickness (VIMS) characterized by nausea, dizziness, and disorientation, mainly containing sensory conflicts between the visual and vestibular systems [94,106].”
From SAFEvR MentalVeRse.app: Development of a Free Immersive Virtual Reality Exposure Therapy for Acrophobia and Claustrophobia (2024) · cites this paper as [94]
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- Authors
- Conner, N. O., Freeman, H. R., Jones, J. A., Luczak, T., Carruth, D., Knight, A. C., & Chander, H.
- Affiliations
- Mississippi State University (US)
- University of Alabama at Birmingham (US)
- Corresponding author
- Conner, Nathan O.
- Venue
- Virtual Worlds
- Publisher
- MDPI AG
- Published
- 2022-11-01
- Volume
- 1
- Issue
- 2
- Pages
- 130-146
- ISSN
- 2813-2084 (ISSN-L)
- OpenAlex
- W4307870014
- Cited by
- 58
- References
- 92
- Citations by year
- 2026: 18 · 2025: 20 · 2024: 10 · 2023: 10
- FWCI
- 4.95
- Type
- journal article
- Language
- en
- Open access
- gold
- doi.org
- Licence
- Locations
- Virtual Worlds (publishedVersion, cc-by)
- Topics
- Physical Sciences › Computer Science › Human-Computer Interaction › Virtual Reality Applications and Impacts
- Physical Sciences › Engineering › Media Technology › Advanced Optical Imaging Technologies
- Life Sciences › Neuroscience › Neurology › Vestibular and auditory disorders
- Keywords
- virtual reality motion sickness, sensory conflict theory, postural control, field of view, frame rate, immersion time, reaction time, eye-hand coordination, symptom assessment, mitigation measures
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