BalanceVR: Balance Training to Increase Tolerance to Cybersickness in Immersive Virtual Reality
Seonghoon Kang, Yechan Yang, Gerard Jounghyun Kim, Hanseob Kim
TL;DR
This work tackles cybersickness in immersive VR by testing whether balance training enhances tolerance and transfers to new VR content. Using a two-week, three-arm, between-subject design (2DT, VRT, VRO) and two sickness-inducing contents, it shows that VR-based balance training, especially in immersive VR, reduces cybersickness and improves balance more than mere exposure. A key finding is the transfer effect: immersive balance training reduces sickness in transfer VR content, indicating durable, cross-content tolerance. Collectively, the results support the postural instability theory and point to immersive VR balance regimens as a practical approach to mitigating cybersickness in VR training and applications.
Abstract
Cybersickness is a serious usability problem in virtual reality. Postural (or balance) instability theory has emerged as one of the major hypotheses for the cause of cybersickness. In this paper, we conducted a two-week-long experiment to observe the trends in user balance learning and sickness tolerance under different experimental conditions to analyze the potential inter-relationship between them. The experimental results have shown, aside from the obvious improvement in balance performance itself, that accompanying balance training had a stronger effect of increasing tolerance to cybersickness than mere exposure to VR. In addition, training in immersive VR was found to be more effective than using the 2D-based non-immersive medium, especially for the transfer effect to other non-training VR content.
