| Literature DB >> 31849627 |
Panagiotis Kourtesis1,2,3,4, Simona Collina3,4, Leonidas A A Doumas2, Sarah E MacPherson1,2.
Abstract
There are major concerns about the suitability of immersive virtual reality (VR) systems (i.e., head-mounted display; HMD) to be implemented in research and clinical settings, because of the presence of nausea, dizziness, disorientation, fatigue, and instability (i.e., VR induced symptoms and effects; VRISE). Research suggests that the duration of a VR session modulates the presence and intensity of VRISE, but there are no suggestions regarding the appropriate maximum duration of VR sessions. The implementation of high-end VR HMDs in conjunction with ergonomic VR software seems to mitigate the presence of VRISE substantially. However, a brief tool does not currently exist to appraise and report both the quality of software features and VRISE intensity quantitatively. The Virtual Reality Neuroscience Questionnaire (VRNQ) was developed to assess the quality of VR software in terms of user experience, game mechanics, in-game assistance, and VRISE. Forty participants aged between 28 and 43 years were recruited (18 gamers and 22 non-gamers) for the study. They participated in 3 different VR sessions until they felt weary or discomfort and subsequently filled in the VRNQ. Our results demonstrated that VRNQ is a valid tool for assessing VR software as it has good convergent, discriminant, and construct validity. The maximum duration of VR sessions should be between 55 and 70 min when the VR software meets or exceeds the parsimonious cut-offs of the VRNQ and the users are familiarized with the VR system. Also, the gaming experience does not seem to affect how long VR sessions should last. Also, while the quality of VR software substantially modulates the maximum duration of VR sessions, age and education do not. Finally, deeper immersion, better quality of graphics and sound, and more helpful in-game instructions and prompts were found to reduce VRISE intensity. The VRNQ facilitates the brief assessment and reporting of the quality of VR software features and/or the intensity of VRISE, while its minimum and parsimonious cut-offs may appraise the suitability of VR software for implementation in research and clinical settings. The findings of this study contribute to the establishment of rigorous VR methods that are crucial for the viability of immersive VR as a research and clinical tool in cognitive neuroscience and neuropsychology.Entities:
Keywords: VR sickness; VRISE; cybersickness; motion sickness; neuropsychology; neuroscience; psychology; virtual reality
Year: 2019 PMID: 31849627 PMCID: PMC6901952 DOI: 10.3389/fnhum.2019.00417
Source DB: PubMed Journal: Front Hum Neurosci ISSN: 1662-5161 Impact factor: 3.169
Domains and criteria for VR research/clinical software.
| CRITERIA | An adequate level of immersion | A suitable navigation system (e.g., teleportation) | Digestible tutorials | Absence or insignificant presence of nausea |
| Pleasant VR experience | Availability of physical movement | Helpful tutorials | Absence or insignificant presence of disorientation | |
| High quality graphics | Naturalistic picking/placing of items | Adequate duration of tutorials | Absence or insignificant presence of dizziness | |
| High quality sounds | Naturalistic use of items | Helpful in-game instructions | Absence or insignificant presence of fatigue | |
| Suitable hardware (HMD and computer) | Naturalistic 2-handed interaction | Helpful in-game prompts | Absence or insignificant presence of instability |
Internal reliability and goodness of fit for the VRNQ.
| Cronbach’s α | ≥0.70 | USER – 0.886 |
| χ 2/df | ≤2.00 | 1.610 |
| Comparative fit index (CFI) | ≥0.90 | 0.954 |
| Tuckere Lewis index (TLI) | ≥0.90 | 0.938 |
| Standardized root mean square residual (SRMR) | <0.08 | 0.076 |
| Root mean square error of approximation (RMSEA) | ≤0.08 | 0.071 |
FIGURE 1CFA: model’s path diagram. From left to right: the structural model illustrates the associations between VRNQ domains (paths with double headed arrow) and between each VRNQ domain and its items. At the right there are the error items (e) for each item; USER, user experience; GM, game mechanics; GA, in-game assistance; VR, VRISE.
Descriptive statistics: duration of VR sessions and VRNQ scores.
| Total duration | Gamers | 18 | 199.39 (13.63) | 3.21 |
| Non-Gamers | 22 | 186.36 (11.76) | 2.51 | |
| Total | 40 | 192.2 (14.09) | 2.23 | |
| Duration of session 1 | Gamers | 18 | 65.61 (7.14) | 1.68 |
| Non-Gamers | 22 | 54.77 (5.91) | 1.26 | |
| Total | 40 | 59.65 (8.42) | 1.33 | |
| Duration of session 2 | Gamers | 18 | 63.33 (6.16) | 1.45 |
| Non-Gamers | 22 | 65.86 (6.21) | 1.32 | |
| Total | 40 | 64.72 (6.24) | 0.99 | |
| Duration of session 3 | Gamers | 18 | 70.44 (7.78) | 1.83 |
| Non-Gamers | 22 | 65.73 (6.75) | 1.44 | |
| Total | 40 | 67.85 (7.52) | 0.69 | |
| VRNQ total score out of 140 (across 3 sessions) | Gamers | 18 | 127.2 (7.32) | 0.99 |
| Non-Gamers | 22 | 125.6 (7.71) | 0.95 | |
| Total | 40 | 126.3 (7.55) | 0.69 | |
| User’s experience (across 3 sessions) out of 35 | Gamers | 18 | 31.37 (2.73) | 0.34 |
| Non-Gamers | 22 | 30.91 (2.73) | 0.37 | |
| Total | 40 | 31.12 (2.73) | 0.25 | |
| Game mechanics (across 3 sessions) out of 35 | Gamers | 18 | 31.50 (2.68) | 0.37 |
| Non-Gamers | 22 | 31.32 (2.61) | 0.32 | |
| Total | 40 | 31.40 (2.63) | 0.24 | |
| In-game assistance (across 3 sessions) out of 35 | Gamers | 18 | 31.70 (2.59) | 0.35 |
| Non-Gamers | 22 | 31.65 (2.52) | 0.31 | |
| Total | 40 | 31.68 (2.54) | 0.23 | |
| VRISE (across 3 sessions) out of 35 | Gamers | 18 | 32.67 (2.17) | 0.30 |
| Non-Gamers | 22 | 31.71 (2.56) | 0.32 | |
| Total | 40 | 32.14 (2.43) | 0.22 |
FIGURE 2VRISE intensity in VR sessions as measured by VRNQ. Median scores of VRISE items of VRNQ; VRNQ Minimum Cut-off (≥); VRNQ Parsimonious Cut-off (≥); 1, Extreme intense feeling; 2, Very intense feeling; 3, Intense feeling; 4, Moderate feeling; 5, Mild feeling; 6, Very mild feeling; 7, Absent feeling.
VRNQ cut-offs.
| User experience | ≥25/35 | ≥30/35 |
| Game mechanics | ≥25/35 | ≥30/35 |
| In-game assistance | ≥25/35 | ≥30/35 |
| VRISE | ≥25/35 | ≥30/35 |
| VRNQ total score | ≥100/140 | ≥120/140 |
Bayesian independent samples t-test: gamers against non-gamers.
| Age | 0.323 | 0.006 | |
| Education | 0.325 | 0.006 | |
| Total duration | 14.987 | 7.044e-6 | |
| Session 1 duration | 2531.886 | 7.491e-8 | |
| Session 2 duration | 0.595 | 0.006 | |
| Session 3 duration | 1.580 | 0.003 | |
| VRNQ total | 0.425 | 0.007 | |
| User’s experience | 0.359 | 0.006 | |
| Game mechanics | 0.315 | 0.006 | |
| In-game assistance | 0.315 | 0.006 | |
| VRISE | 0.745 | 0.003 |
Bayesian paired samples t-tests: differences between the VR software.
| Session 2 duration | Session 1 duration | 7.049 | ∼0.001 | |
| Session 3 duration | Session 2 duration | 2.783 | ∼3.276e-4 | |
| Session 3 duration | Session 1 duration | 103568.858 | NaN | |
| S3 VRNQ total | S2 VRNQ total | 6.942e + 12 | NaN | |
| S3 VRNQ total | S1 VRNQ total | 3.520e + 20 | NaN | |
| S2 VRNQ total | S1 VRNQ total | 8.500e + 17 | NaN | |
| S3 VRISE | S2 VRISE | 22075.036 | NaN | |
| S3 VRISE | S1 VRISE | 1.322e + 10 | NaN | |
| S2 VRISE | S1 VRISE | 1.160e + 7 | NaN | |
| S3 in-game assistance | S2 in-game assistance | 207216.904 | NaN | |
| S2 in-game assistance | S1 in-game assistance | 1.197e + 7 | NaN | |
| S3 in-game assistance | S1 in-game assistance | 8.028e + 10 | NaN | |
| S3 game mechanics | S2 game mechanics | 274310.417 | NaN | |
| S2 game mechanics | S1 game mechanics | 4.883e + 14 | NaN | |
| S3 game mechanics | S1 game mechanics | 2.876e + 14 | NaN | |
| S3 user’s experience | S2 user’s experience | 2.873e + 7 | NaN | |
| S3 in-game assistance | S1 user’s experience | 2.597e + 7 | NaN | |
| S2 user’s experience | S1 user’s experience | 1.708e + 6 | NaN | |
Bayesian Pearson correlations analyses: VRISE score with VRNQ items.
| VRISE | Immersion | ∗∗∗ | 1226.538 | 0.371 |
| VRISE | Pleasantness | ∗ | 20.504 | 0.273 |
| VRISE | Graphics | ∗∗∗ | 1629.195 | 0.377 |
| VRISE | Sound | ∗∗∗ | 18586.578 | 0.421 |
| VRISE | VR Tech | 5.094 | 0.228 | |
| VRISE | Navigation | 4.808 | 0.226 | |
| VRISE | Physical movement | 2.229 | 0.197 | |
| VRISE | Pick and place | ∗∗∗ | 175.087 | 0.329 |
| VRISE | Use items | 0.405 | 0.109 | |
| VRISE | Two-handed interaction | 0.506 | 0.123 | |
| VRISE | Tutorial difficulty | ∗∗∗ | 28252.587 | 0.428 |
| VRISE | Tutorials usefulness | ∗∗∗ | 161.949 | 0.327 |
| VRISE | Tutorials’ duration | ∗∗∗ | 128.539 | 0.322 |
| VRISE | Instructions | ∗∗∗ | 952.871 | 0.366 |
| VRISE | Prompts | ∗∗∗ | 706510.726 | 0.476 |
Models’ comparison: predictors of VRISE score.
| Prompts + Sound + Graphics + Immersion + Instructions | 0.004 | 0.304 | 117.42∗∗∗ | 1.000 | 0.324 |
| Prompts + Graphics + Immersion + Instructions + Pleasantness | 0.004 | 0.173 | 56.47∗∗ | 0.571 | 0.317 |
| Prompts + Sound + Graphics + Immersion + Instructions + Pick and Place | 0.004 | 0.161 | 43.15∗ | 0.443 | 0.330 |
| Prompts + Sound + Graphics + Immersion + Instructions + Pick and Place + Tutorials Usefulness + Pleasantness | 0.021 | 0.123 | 6.62 | 0.072 | 0.337 |
| Prompts + Graphics + Immersion + Instructions + Pick and Place + Tutorials Usefulness + Pleasantness | 0.008 | 0.077 | 10.72∗ | 0.121 | 0.329 |
FIGURE 3Variables’ prior inclusion Probabilities.