TY - JOUR
T1 - Identifying Causes of and Solutions for Cybersickness in Immersive Technology
T2 - Reformulation of a Research and Development Agenda
AU - Stanney, Kay
AU - Lawson, Ben D.
AU - Rokers, Bas
AU - Dennison, Mark
AU - Fidopiastis, Cali
AU - Stoffregen, Thomas
AU - Weech, Séamas
AU - Fulvio, Jacqueline M.
N1 - Publisher Copyright:
© 2020 The Author(s). Published with license by Taylor & Francis Group, LLC.
PY - 2020/11/25
Y1 - 2020/11/25
N2 - Immersive technologies, such as virtual and augmented reality, initially failed to live up to expectations, but have improved greatly, with many new head-worn displays and associated applications being released over the past few years. Unfortunately, ‘cybersickness’ remains as a common user problem that must be overcome if mass adoption is to be realized. This article evaluates the state of research on this problem, identifies challenges that must be addressed, and formulates an updated cybersickness research and development (R&D) agenda. The new agenda recommends prioritizing creation of powerful, lightweight, and untethered head-worn displays, reduction of visual latencies, standardization of symptom and aftereffect measurement, development of improved countermeasures, and improved understanding of the magnitude of the problem and its implications for job performance. Some of these priorities are unresolved problems from the original agenda which should get increased attention now that immersive technologies are proliferating widely. If the resulting R&D agenda is carefully executed, it should render cybersickness a challenge of the past and accelerate mass adoption of immersive technologies to enhance training, performance, and recreation.
AB - Immersive technologies, such as virtual and augmented reality, initially failed to live up to expectations, but have improved greatly, with many new head-worn displays and associated applications being released over the past few years. Unfortunately, ‘cybersickness’ remains as a common user problem that must be overcome if mass adoption is to be realized. This article evaluates the state of research on this problem, identifies challenges that must be addressed, and formulates an updated cybersickness research and development (R&D) agenda. The new agenda recommends prioritizing creation of powerful, lightweight, and untethered head-worn displays, reduction of visual latencies, standardization of symptom and aftereffect measurement, development of improved countermeasures, and improved understanding of the magnitude of the problem and its implications for job performance. Some of these priorities are unresolved problems from the original agenda which should get increased attention now that immersive technologies are proliferating widely. If the resulting R&D agenda is carefully executed, it should render cybersickness a challenge of the past and accelerate mass adoption of immersive technologies to enhance training, performance, and recreation.
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U2 - 10.1080/10447318.2020.1828535
DO - 10.1080/10447318.2020.1828535
M3 - Article
AN - SCOPUS:85095126341
SN - 1044-7318
VL - 36
SP - 1783
EP - 1803
JO - International Journal of Human-Computer Interaction
JF - International Journal of Human-Computer Interaction
IS - 19
ER -