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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.

BalanceVR: Balance Training to Increase Tolerance to Cybersickness in Immersive Virtual Reality

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.
Paper Structure (25 sections, 9 figures, 9 tables)

This paper contains 25 sections, 9 figures, 9 tables.

Figures (9)

  • Figure 1: Three different types of cybersickness training methods tested: (a) Virtual reality-based balance training (VRT); (b) Virtual reality exposure only (VRO); and (c) 2D projection-based (non-immersive) balance training (2DT). The between-subject design was performed.
  • Figure 2: Two training VR environments/contents: (a) a jet fighter flight through the forest (less sickness-inducing) and (b) a wild roller-coaster ride (more sickness-inducing).
  • Figure 3: Snapshots depicting the different trajectories of the two balance/sickness training contents: forest trail for week 1 (EW1) and wild rollercoaster for week 2 (EW2). During the experiment, subjects experience the following types of movements: (1) straight-forward movement; (2) turning left/right; (3) going up; (4) vertical loop; and (5) going down.
  • Figure 4: The navigational path profiles of the contents used in EW1 (a) and EW2 (b).
  • Figure 5: The overall experimental process for EW1 and EW2.
  • ...and 4 more figures