Virtual Reality (VR) devices have remained primarily within the medical andmilitary field for occupational training with varying success while personal VR usage forentertainment has been relatively stagnant. This trend is expected to change with VR headmounted devices (HMD) being targeted by several tech businesses such as Facebook andSamsung. The current study focuses on three different types of control levels: high,medium, and low. Each of these is categorized based on the amount of interactivityallowed within the VR application. Participants (n=12) took part in a within-subjectsexperiment where they used three programs and reported feelings of simulation inducedmotion sickness, or simulation sickness, for each one. Results identified significantdifferences between the programs. Factors related to VR accommodation are discussed.
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