Journal Pre-proofs A Study of Cybersickness and Sensory Conflict Theory using a Motion-Coupled Virtual Reality System Adrian K.T. Ng, Leith K.Y. Chan, Henry Y.K. Lau PII: DOI: Reference:
S0141-9382(18)30030-1 https://doi.org/10.1016/j.displa.2019.08.004 DISPLA 1922
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Please cite this article as: A.K.T. Ng, L.K.Y. Chan, H.Y.K. Lau, A Study of Cybersickness and Sensory Conflict Theory using a Motion-Coupled Virtual Reality System, Displays (2019), doi: https://doi.org/10.1016/j.displa. 2019.08.004
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A Study of Cybersickness and Sensory Conflict Theory using a Motion-Coupled Virtual Reality System
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Adrian K. T. Nga,∗, Leith K. Y. Chana , Henry Y. K. Laua
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Department of Industrial and Manufacturing Systems Engineering, The University of Hong Kong, Pokfulam, Hong Kong
Abstract Sensory conflict theory explains that motion sickness in virtual reality (VR) systems can be caused due to the mismatch between visual and vestibular senses. This study examines whether coupling physical motions to visual stimuli in VR could reduce this discomfort. A motion-coupled VR system developed on a motion platform, providing vestibular cues to supplement visual roll from a head-mounted display (HMD), was used. Three conditions were tested: visual rotation only (stationary), visual-physical motion synchronised (synchronous), and vestibular motion with a self-referenced visual environment. Results show that when users are placed under a visual-vestibular synchronised condition, their subjective miserable score of cybersickness was lowered while their comfort level of the overall experience was increased. This indicates that a motion-coupled system, if integrated seamlessly in VR, could mitigate cybersickness symptoms.
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Keywords: Motion sickness, Visual-vestibular conflict, Multisensory integration, Motion simulation, Virtual reality, Head-mounted display
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1. Introduction
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Exposure to virtual reality (VR) systems could often lead to nausegenic side-effects known as cybersickness or visually induced motion sickness (VIMS). VIMS is a subset of motion sickness (MS), which includes symptoms such as nausea, stomach awareness, and vertigo. Sensory conflict theory, the most cited and widely accepted MS theory, proposed that the origin of the malady arises from the conflict of afferent signals from visual, vestibular, and somatic sensors, and the incongruence of the signals with an internal model ∗
Corresponding author Emailsubmitted addresses: (Adrian K. T. Ng),
[email protected] (Leith6,K. Y. Preprint to
[email protected] Displays September 2019 Chan),
[email protected] (Henry Y. K. Lau)
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in the central nervous system (CNS) [1, 2, 3, 4]. The internal model, or neural store, is assumed to be responsible for making predictions of motion and sensory pattern based on the afferent signals and previous experiences. If the discrepancies between actual and predicted sensory signals vary greatly, MS symptoms will be provoked. Using a VR device sitting or standing in a fixed location, users often get cybersickness because the afferent visual sensations are incoherent with the vestibular sensations. For example, cybertravel experiences provide users with visual moving sensation (afferent visual cues) without any imposed physical motion (no vestibular and somatic cues). Recent years, some advanced VR systems are integrated with motion platforms to provide users with more realistic experiences [5, 6, 7]. These motion-coupled VR systems often use servo motors to generate supplementary physical sensations that complement the prevailing visual experiences. Different from traditional motion simulators, these systems provide additional features, such as stereoscopy and perspective tracking, that improve immersion with visual elements. As motion-coupled VR systems supplement the missing vestibular sensation, these systems may, in theory, reduce the side-effects of cybersickness and provide a more comfortable experience. In fact, the use of physical motion to reduce cybersickness have been evaluated with the use of motion simulator or VR systems without a motion platform, but rarely has it been systematically evaluated with the use of a motion-coupled VR system. Hence, based on the framework of sensory conflict theory, this study compared the effects of multisensory synchronisation on cybersickness and users comfort using a motion-coupled VR system. 1.1. Motion cues in simulators Several driving simulator studies have shown that the use of simulated motion cues leads to reduced simulator sickness [8, 9]. For example, Aykent et al. [8] found that participants experienced less nausea and dizziness on a 6 degree of freedom (DoF) dynamic driving simulator compared to a static one. However, in some cases, similar studies found no effects [10] or increased MS [11, 12] with the use of motion platforms. Dziuda et al. [11] found that physical motion increases oculomotor and disorientation discomfort, and increases the after-effects duration. One possible explanation is that the level of MS is reduced only if the motor-simulated physical motions resemble extremely closely to the actual sensation of the real vehicle driving experience. In some driving simulators, vehicle kinematics are filtered, delayed, and reduced by motion algorithms due to physical limitations of motors [13]. The physical 2
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motion generated by the motors mismatches from the actual movements required to represent the vehicle driving experience, hence induces additional conflicts. 1.2. Multisensory interaction In virtual environment (VE), visual-vestibular conflicts are known to induce cybersickness [14, 15]. Active or passive physical body movement that synchronises with visual senses help reduce cybersickness. For instance, Llorach et al. [16] developed a low-accuracy position estimation method using an Oculus Rift DK1 head-mounted display (HMD) with its inertial measurement unit (IMU) that allows navigation by walking. Chen et al. [17] designed a flying navigation technique that uses body (and head) movement to control the visual scene in CAVE-like (cave automatic virtual environment) systems. These techniques with proprioceptive feedback synchronised to the visual cues are found to reduced MS-symptoms. A recent study by Palmisano et al. [18] examined the effects of active physical head movement on vection and cybersickness in an HMD with the use of simple optical flow. The “compensated” condition presented the visual viewpoints ecologically synchronised with the participants’ head yaw motion captured by a tracker, while the “uncompensated” one does not. Their results showed that participants perceived stronger vection in the synchronised condition than in control condition, but there were no significant differences in the severity of cybersickness (see also [19]1 ). 1.3. Self-referenced environment Learnt from our sea travel experience, Tal et al. [20] tested if the content of visual information is essential in reducing MS by providing an Earthreferenced visual artificial horizon in a boat simulator. It was found that providing an artificial visual horizon, a simplified visual representation of the whole synchronised environment, help reduce MS compared to the selfreferenced (control) environment (see also [21, 22]). In static VE, the use of self-referenced frame, restricted field of view (FoV) mask, or a self-referenced virtual body part (a nose) are also found to reduce symptoms of cybersickness [23, 24, 25, 26]. 1
A stationary fixation point was used in the experiment, which may suppress optokinetic nystagmus (OKN) and reduce the severity of cybersickness.
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1.4. Hypothesis In the current study, we create simple motion using a motion platform to create various visual-vestibular synchronisation conditions. A “stationary” condition featured only visual motion; a “synchronous” condition presented a synchronised visual-vestibular experience; a “self-referenced” condition created a fixed self-referenced environment while active physical motions are put in place. It is believed that when the visual and vestibular sensations are in concord with each other, minimum sensory rearrangement would be needed. We hypothesise that the severity of cybersickness should be very much reduced. However, we had no hypotheses regarding the self-referenced environment. A reference frame could either help reduce cybersickness as it does in static VR system or induce more cybersickness as it induces sensory rearrangement.
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2. Method
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2.1. Stimuli and apparatus Fig. 1 shows the system used in this study. It consists of a 3-DoF motion platform (Motion Systems PS-3TM-350 V3) and an HMD (HTC VIVE). Individuals experienced visual stimuli from the HMD and vestibular stimuli on the motion platform. The participant was seated on a chair with seatbelt centred on top of the platform. A headrest and a travel pillow were used to support and constraint participants head position and orientation. The HMD system included a stereoscopic display headset, a controller for data input, and two base stations for positional tracking (see Table 1). A virtual apartment with realistic furniture was used. The simulated distance from the participant to the surrounding walls were around 2.6 m. Both the virtual and physical movements were rotating in an ipsilateral direction of the participant’s sitting position (i.e., rolling around the x-axis as indicated in Figure 1) at 0.36 Hz at an angle of ±15◦ . The physical rotational axe is located below the participant’s centre of gravity. The actual rotation perceived by the participant is offset (see Table 2). The room-scale tracking system provided by the HMD system was used. Two base stations broadcast infrared tracking signals. Tracking algorithms were used to resolve the objects’ position using the relative relations between photodiodes on top of the headset [27]. The simulated viewpoint is not only manipulated by the visual motion algorithm but is also compensated by the location tracking. The viewpoint tracking system updates the location and 4
+z
+x
+y
Figure 1: Physical setup of the experiment (Left: Stationary, Centre: Synchronous, Right: Self-referenced). The virtual viewpoint from the HMD of that instant is shown on top. Right-hand coordinate system is used.
Table 1: Technical details of the HMD system [28, 29, 30, 31, 32].
Screen Len Resolution Refresh rate Luminance FoVa Weight Tracking-to-display latency a
Stereoscopic OLED screens Fresnel compact lens 1080 × 1200 px per eye (11.4 px/degree) 90 Hz 214 cd/m2 110◦ combined horizontal, 113◦ vertical 550 g 22 ms
Measured at 8 mm eye relief (lens-eye distance).
Table 2: Details of the participant’s experience during the roll motion (Measured around eye height, right-hand coordinate system).
Centre Rollmax
Translation (cm) x y z
Rotation (deg) θ φ ψ
0 8
0 ±9
0 ±28
0 -4
5
0 10
0 ±22
Table 3: Characteristics of the three experimental conditions. Stationary Synchronous Self-referenced
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Real physical motion Virtual visual motion Resulting sensation
No
.36 Hz ±15◦ roll
.36 Hz ±15◦ roll
.36 Hz ±15◦ roll
Anti-phase with physical motion Physical motion in a self-referenced VE
Sensory rearrangement
Visual in the absence of vestibular
Predicted result
Highest discomfort
In-phase with physical motion Physical motion with ecological virtual visual presentation Visual and vestibular together (minimum to none) Least discomfort
Visual roll
Visual and vestibular together (conflict) Average discomfort
orientation of the virtual stereoscopic camera to prevent unwanted sensory conflicts elicited from participant’s involuntary viewpoint jittering (e.g., vibrational movement due to incomplete head restraint). 2.2. Participants The research study recruited 13 subjects. One participant dropped out of the experiment due to cybersickness discomfort. The final dataset contains the records of 12 participants, aged 18-24 years (Mage = 21.5; SDage = 1.7; 6 males), all of whom completed the procedures. All participants had normal or corrected-to-normal stereopsis ability and visual acuity, presented no obvious signs of oculomotor or neurological pathology, and reported not to have taken any antihistamine in the past 12 hours. All experimental procedures obtained human research ethics approval. Each participant provided written informed consent and received financial compensation. 2.3. Experimental conditions Table 3 summarised the three conditions with variating coupling of visual and physical rotation. The “stationary” condition featured virtual viewport roll, while participants are physically stationary. The “synchronous” condition synchronised the physical roll motion of the motion platform in-phase with an equivalent virtual viewport rotation at the same magnitude and direction. As the spatiotopic location (reference) of the VE remains constant, participants should feel the motions in an ecological fashion as if they were not wearing an HMD (similar to the “compensated” motion in Palmisano 6
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et al. [18]). Lastly, in “self-referenced” situation, participants experience the same physical rotation as in “synchronous” condition but with a coherent but opposite (anti-phase) virtual viewport roll. The whole virtual room (the self-reference VE) is presented fixed relative to the motion platform and the participant. 2.4. Procedures Each participant was randomly allocated 2 blocks of trials from the 3 conditions. Each block consists of 3 trials, 3.5 minutes each. Between the two blocks, participants removed the HMD for a 5-minute break. After each trial, participants were asked to respond to the simulator sickness questionnaire (SSQ) [33]. In addition, at every 60 seconds during the stimuli experience, participants answered an 11-points misery scale (MISC) and joyfulness scale (JOSC) verbally (see Table 2, 3 of [22]). For MISC, 0 means no problems; any nausea symptoms imply a score of 6 or higher, the experiment would stop at any score higher than 6. For JOSC, 10 means they feel pleasant (0 means bad). The scale is easily repeatable due to the ease of providing a simple number. At the end of the experiment, participants preferential order of the conditions was asked. 2.5. Statistical analysis The data were analysed using generalised linear mixed models (GLMMs). The model can be applied to multiple random effects, catering to random variability [34]. In our case, repeated measures taken at different time. Separated models were created with different dependent variables including SSQ total (T) scores, nausea (N), oculomotor (O), and disorientation (D) subscores, MISC, and JOSC. The independent variables are the three conditions (3), block order (2), trial sequence (3), and minute in the trial (3). Block order is defined by the order of exposure (i.e., before or after a 5-minute break); trial sequence refers to the order of the three trials in each block; minute in the trial refers to the minute elapsed from the start of the trial. An additional model was created to include the SSQ sub-scores to understand the relationship between the sub-scores in our system2 . 2 Noted that similar significances can be achieved if the model is performed by three separate analyses.
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3. Results The SSQ scores were calculated using the standard formula. Table 4 summarised the descriptive statistics. It can be observed that the variances of the ratings and scores are large. The carry-over effect of the second block is huge. The mean differences of MISC between the two blocks for “self-referenced” is 1.31, “synchronous” is .78, and “stationary” is .19. The differences can be visualised in Fig. 2 and Fig. 3. In the initial data screening, it was found that the block order of the experiment created undesirable carryover effects. Participants rated their second block with higher MISC regardless of the conditions. Hence, the block order and participant were included as random effects. 3.1. Subjective ratings Two GLMM were created to evaluate the subjective ratings: MISC and JOSC. The main effects in the analysis included the conditions, trial sequences, and minute in the trial. The model found that condition (F = 134.3, p < .001), trial sequence (F = 26.5, p < .001), and minute in the trial (F = 7.8, p = .001) each have a significant effect on MISC. The following MISC ranking can be observed: “stationary” > “self-referenced” > “synchronous”. MISC increases over time (trial sequence and minute in the trial). See Table 5 for the estimates of fixed effects of each model. The model also found that condition (F = 157.2, p < .001) and trial sequence (F = 7.9, p = .001) each have a significant effect on JOSC, but minute in the trial (F = 1.5, p = .233) does not. The following JOSC ranking can be observed: “synchronous” > “self-referenced” > “stationary”. JOSC reduces over time. 3.2. SSQ GLMM was created to evaluate the SSQ-T score. The main effects in the analysis included conditions and trial sequences, similar to the previous model with random effects included. The model found that condition (F = 16.8, p < .001) and trial sequence (F = 5.8, p = .005) each have a significant effect on the participant’s SSQ-T score. However, the model, in general, is less reliable as the intercept is not significant (F = 2.6, p = .133). The following SSQ score ranking can be observed: “stationary” > “self-referenced” > “synchronous”. The score increases over time (trial sequence).
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Table 4: Mean and standard deviation of various ratings and scores in three conditions. M Stationary Synchronous Self-referenced
MISC SD
3.57 1.06 1.90
1.69 1.02 1.40
M
JOSC SD
5.21 7.64 6.90
2.95 1.50 1.82
M
SSQ-T SD
48.31 30.23 40.36
M
33.27 43.15 35.26
SSQ-N SD
46.91 21.86 37.37
36.02 37.16 33.63
M
SSQ-O SD
28.43 23.69 28.74
SSQ-D M SD
18.06 28.30 24.69
59.16 37.12 42.92
Table 5: Estimates of fixed effects for MISC, JOSC, and SSQ scores.
β
SE
Z
F
β
SE
MISC 11.58** ***
2.73 Condition Stationary 1.81*** Synchronous −1.08*** Trial sequence 1st trial −1.13*** nd 2 trial −.43** Minute in the trial 1st minute −.61*** nd 2 minute −.24
.66
20.23*** ***
4.14
6.11
1.46
4.14
134.25***
157.18*** ***
−1.89 .21 −9.18 1.76*** .21 8.55
.18 10.15 .18 −6.06 26.45***
7.90*** ***
.16 −7.21 .16 −2.76
.71 .38*
.18 .18
3.97 2.10
.31† .15
.18 .18
1.71 .86
7.80*** .16 −3.92 .16 −1.51
1.47
SSQ-N
SSQ-O,D,T
Intercept
2.64 45.67† 24.80
2.50 51.31* 23.24
1.84
2.21
16.80***
Condition Stationary Synchronous Trial sequence 1st trial 2nd trial Sub-scores Nausea Oculomotor p ≤ .001
F
JOSC
Intercept
***
Z
19.29** 5.79 3.33 −14.17* 5.79 −2.45
31.67***
18.92*** 4.02 4.71 −12.85** 4.02 −3.20 5.77**
***
−16.99 −6.23
9.77*** ***
5.06 −3.36 5.06 −1.23
−15.25 −5.54
3.49 −4.37 3.49 −1.59 15.59***
**
−11.02 3.49 −3.15 *** −19.4 3.49 −5.57 **
p < .01
*
†
p < .05
9
p < .1
45.57 56.83 42.24
Mean MISC Rating
Stationary Synchronous Self-referenced First Block Second Block
1st Trial
2nd Trial Minute in the Trial
3rd Trial
Figure 2: Mean MISC in three conditions by trial sequences, minute in the trial, and block order.
Mean SSQ-T Score
Stationary Synchronous Self-referenced First Block Second Block
Trial
Figure 3: Mean SSQ scores in three conditions by trial sequences and block order.
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Additionally, a model was created to include all the sub-categories of the SSQ. The dependent variable is now SSQ score and the sub-categories were included in the analysis. The model, in general, is less reliable as the intercept is not significant (F = 2.5, p = .141). However, the score differences in categories (F = 15.6, p < .001), condition (F = 31.7, p < .001), and trial sequence (F = 9.8, p < .001) each have a significant effect on the participant’s sub-score. The model can provide a good overview of the situation. The following sub-score ranking can be observed D > N > O.
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3.3. Subjective preference The subjective preferential question showed 58.3 % of participants preferred the “synchronous” condition; 33.3 % preferred the “self-referenced” one; while the remaining 8.3 % preferred the “stationary” one.
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4. Discussion
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This study investigates the effect of visual-vestibular interactions on cybersickness under the framework of sensory conflict theory. In particular, a motion-coupled VR system is used. With the help of both the head-tracked HMD and the motion platform, in-phase and out-of-phase visual-vestibular cues were generated to validate several hypotheses. 4.1. Visual-vestibular synchronisation We observed that having a well-synchronised virtual viewport and physical roll motion (“synchronous” condition) leads to a lower subjective rating of cybersickness (MISC), higher user comfort (JOSC), and lower self-rated symptom-based MS score (SSQ) compared to a purely visual roll control condition. Participants preferred this condition more than other ones. Having a cybersickness rating of only 1, participants, in general, does not have specific symptoms of cybersickness. The implementation of motion-coupled VR systems is considered more desirable in providing additional physical motion sensation and reducing MS. However, this result is different from a study carried out using off-vertical axis rotation (OVAR) [35]. Experiencing a physical OVAR spin with the presence of visual cues was significantly more nauseogenic than watching a video playback of the spin on screen. Since it is comparatively easier to resolve a single conflicting cue rather than multiple ones, some subjects may be able to resolve sensory conflict in the video playback condition with 11
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visual cue being the only conflicting factor. In our experiment, however, participants should experience a higher sense of presence from immersing into a realistic VE. Negative correlation is often found between presence and cybersickness [36]. It would be harder to dissociate oneself from the visual aspect of VE and resolve conflicting cues, even if only one conflicting cue is presented in the control condition of pure visual motion. Our study found that pure visual motion without any vestibular cues led to a much higher cybersickness score and lower user comfort. Very few participants preferred this condition. This is consistent with previous research that simulated viewpoint oscillation affects the severity of simulator sickness [37]. Comparing the SSQ sub-categories ranking order of our experiment with other previous data, we observed that our conditions have a similar characteristic to cybersickness, but not simulator sickness or other kinds of MS [38, 39]. This confirmed our underlying assumption that our motioncoupled VR system induces cybersickness, since the majority of effects are driven by visual cues. 4.2. Effect of self-reference environment A self-referenced environment was created by generating a virtual viewport rotation out-of-phase to the physical rotation to evaluate the effect of stabled vision cues during physical rotation on cybersickness. Results show that the self-referenced condition counteracts a certain amount of cybersickness. The average subjective cybersickness rating is 2, meaning that participants, in general, only experienced very slight amount of discomfort. Although it is not as effective as a visual-vestibular synchronised condition, a self-referenced environment produces similar cybersickness reduction effect as a self-referenced environment (or object) in a VR experience without having a motion platform [25, 26]. It is possible that the cognitive system contributes to a higher ranking to the visual stimuli input compared to the vestibular one during conflicts. The earth-fixed synchronous condition was found to induce less cybersickness discomfort than the self-reference condition, which is consistent with previous simulator experiments that use visual earth-fixed horizon to reduce simulator sickness [21, 22]. Our study further found that self-referenced environment can help mitigate a certain degree of MS effect. This technique can be considered on interactive VR systems designed for moving vehicles since it is harder to synchronise real-time vehicle motion.
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4.3. Limitations This study had a number of limitations. First, multiple trials were conducted over short durations that are performed continuously for a participant. The short exposure time is similar to most entrainment setups, in particuar, motion-coupled VR applications (e.g., VR games in shopping malls and VR rides in theme parks) [7]. Typically, cybersickness symptoms will develop within the first few minutes of VR exposure [40]. Second, the break time between the two blocks of different conditions is relatively short. Carry-over effects such as sensitisation and habituation were found to be significant, regardless of the condition. This is addressed by randomisation using GLMM. In retrospect, we realised that short break time is insufficient for recovery even though the duration for exposure is short.
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5. Conclusion
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This study suggests that a motion-coupled VR system with synchronised visual and vestibular cues is the most preferred condition, as it significantly lowers the severity of cybersickness. We propose that a perfectly synchronised condition is ideal for a motion-coupled VR system and can decrease the severity of MS by reducing sensory conflict.
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Acknowledgements
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This work is partly supported by the Hong Kong PhD Fellowship under the UGC of the HKSAR government. The authors would like to thank Jeffrey A. Saunders from the Department of Psychology, HKU for his advice and Raymond Law of the Department of Industrial and Manufacturing Systems Engineering, HKU for the system setup.
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Declarations of interest: none
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Appendix A. Supplementary material
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Research data associated with this article can be found online, at https: //doi.org/10.17632/mrkmjj2f4m.1. [1] J. T. Reason, J. J. Brand, Motion Sickness, Academic Press, London, 1975. 13
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Highlights -
The effect of visual-vestibular interaction on cybersickness was investigated. An HMD VR system with motion platform was used to generate accurate synchronization. Visual-vestibular synchronised motion was found to be the most enjoyable condition. Adding self-referenced visual element to physical motion reduces sickness severity. This experiment’s SSQ symptoms profile is similar to that of cybersickness.