The objective of this study was to compare the occurrence of simulator sickness symptoms while participants wore either a virtual reality (VR) or augmented reality (AR) headset. A secondary objective involved comparing how symptoms were impacted by physical motion. Questions remain about how VR and AR impact users with respect to motion sickness. Additionally, it is unknown if there are differences between use in stationary versus mobile environments, the latter being especially important for military applications. During a simulation, participants wore VR and AR headsets while standing on a motion platform and firing at hostile ships under three motion conditions: No Motion; Synchronous Motion, in which the physical and displayed motion were coupled; and Asynchronous Motion, in which the physical motion did not match the display. Symptoms increased over time but were not different with respect to headset or motion. Motion significantly impacted behavioral performance. The VR condition had higher accuracy and faster response time to the commence fire instruction.
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