How Long Does It Take to Alleviate Discomfort? A Preliminary Study on Reducing Cybersickness in Novice Users
Zhengxin Zhang, Shufang Qian, Yi Wang, Xiao Liu, Thuong Hoang, Chetan Arora, Jingjing Zhang, Henry Been Lirn Duh
TL;DR
This study investigates how novices acclimate to cybersickness in VR and whether locomotion tunneling mitigates symptoms over repeated exposure. Using VRChat with 24 first-time users across five days and a between-subjects design, the authors combine SSQ measurements with qualitative feedback to evaluate high, low, and no tunneling across two fast-paced VR games. Results indicate significant cybersickness reduction by Day 4 for participants regardless of tunneling level, but a scene transition on Day 5 increased symptoms, suggesting limits to adaptation and the influence of environmental changes. The findings offer practical guidance for onboarding novice VR users and highlight the need for broader participant characteristics and content diversity in future work.
Abstract
Cybersickness significantly impacts the user experience in VR applications. Locomotion tunneling is a widely adopted technique for mitigating cybersickness in susceptible users. However, there is a lack of research investigating the effects of prolonged use of locomotion tunneling among novice users. To fill this gap, we used VRChat as our experimental platform. We recruited 24 novice VR users, defined as participants with no prior experience using immersive virtual environments. We collected five days of data within a one-week period. The results indicated that participants exhibited significant mitigation to cybersickness by Day 4. However, a change in the VR scene on Day 5 led to a notable increase in cybersickness symptoms. Qualitative feedback revealed participant-perceived causes of cybersickness and suggested that the effectiveness of locomotion tunneling was limited in some scenarios. Finally, we discussed the limitations of the study and proposed directions for future research.
