Future Generation Computer Systems 91 (2019) 263–277
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Future Generation Computer Systems
journal homepage: www.elsevier.com/locate/fgcs
Influence of video content type on users’ virtual reality sickness
perception and physiological response
Jože Guna
a,∗
, Gregor Geršak
a
, Iztok Humar
a
, Jeungeun Song
b
, Janko Drnovšek
a
,
Matevž Pogačnik
a
a
Faculty of Electrical Engineering, University of Ljubljana, Tržaška cesta 25, 1000 Ljubljana, Slovenia
b
Department of Electrical and Computer Engineering, The University of British Columbia, Canada
highlights
• Confirmed influence of the video con-
tent type on the users’ VR sickness
response.
• Confirmed influence of participants’
background and preferences on the
VR sickness response.
• VR sickness response assessment by
the SSQ, SUDS and physiological re-
sponse methods.
• Evaluation of the experiment proce-
dure (NASA-TLX).
graphical abstract
article info
Article history:
Received 12 July 2018
Received in revised form 30 July 2018
Accepted 29 August 2018
Available online xxxx
Keywords:
Cybersickness/VR sickness
Panoramic video
Physiology
User study
Virtual reality
abstract
Virtual Reality (VR) sickness (Cybersickness) is an affliction and a challenge, common to users of virtual
environments. We therefore asked ourselves this research question: ‘‘Can video content type influence
users’ VR sickness and physiological response?’’ We conducted a study with 26 participants, who watched
two omnidirectional videos of different content types (neutral and action content) on five distinct video
conditions: 2D TV screen, three generations of Oculus Rift VR HMDs (DK1, DK2 and CV1) and on the
mobile Samsung GearVR HMD. The Simulator Sickness Questionnaire and the Subjective Units of Distress
Scale in combination with the measurement of the physiological parameters (electrodermal activity and
skin temperature, respiratory frequency and heart rate) were used to assess the VR sickness effects. The
results show that video content type as well as users’ background preferences (preference to adrenaline
sports) affected the users’ VR sickness perception. Considering various video conditions, significantly less
VR sickness effects were reported with the TV condition than with any VR devices. The results of the
subjective questionnaires were correlated with the objective physiological measurements, whereby skin
conductance strongly correlated with the VR sickness effects. The effects were also more pronounced in
cases of action video content type. Furthermore, we show there is a strong correlation when assessing the
VR sickness effects using subjective questionnaire-based methods (the Simulator Sickness Questionnaire
and the Subjective Units of Distress Scale) of various complexity, indicating the simple methods (only one
question), can effectively be used as well.
© 2018 Elsevier B.V. All rights reserved.
∗
Corresponding author.
E-mail address: joze.guna@fe.uni-lj.si (J. Guna).
1. Introduction
Virtual Reality (VR) technologies are emerging as a mature
technology according to the Gartner Hype Cycle for Emerging
https://doi.org/10.1016/j.future.2018.08.049
0167-739X/© 2018 Elsevier B.V. All rights reserved.