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Visually induced motion sickness and presence in videogames: The role of sound

机译:视觉诱发的晕动病和电子游戏中的存在:声音的作用

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Visually induced motion sickness (VIMS) is a well-known phenomenon in virtual environments,simulators, and videogames. We conducted an experiment to analyze the role of sound on theseverity of VIMS and the feeling of presence in videogames. Thirty-two subjects first watched apre-recorded sequence of the game "Mirrors Edge" and then played the game actively. Gameplaysound was activated for half of the participants. VIMS was measured via the SimulatorSickness Questionnaire and the Fast Motion Sickness Scale, presence was captured using thePresence Questionnaire. Results showed severe VIMS in all participants during the passive videosession, whereas active-play revealed only moderate VIMS. However, in both conditions soundturned out to have no effect, neither on the severity of VIMS nor on the amount of presence. Wefound a moderate negative correlation between VIMS and presence. The results indicate thatsound is less important than often thought.
机译:视觉诱发的晕车病(VIMS)是虚拟环境中的一种众所周知的现象, 模拟器和电子游戏。我们进行了一项实验,以分析声音在 VIMS的严重程度以及在视频游戏中的存在感。 32位受试者首先观看了 预录制游戏“ Mirrors Edge”的序列,然后积极玩游戏。游戏玩法 一半的参与者都激活了声音。 VIMS是通过模拟器进行测量的 疾病问卷和快速运动疾病量表,使用 在场问卷。结果显示,在被动视频中,所有参与者的VIMS严重 会话,而主动播放仅显示中等VIMS。但是,在两种情况下,声音 事实证明,这对VIMS的严重性和存在量都没有影响。我们 发现VIMS与状态之间存在中等程度的负相关。结果表明 声音比通常认为的重要。

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