Marie Pedersen, Felicia Nørregård, Ida Gudbrandsen
VR course 2024-2025
It varies a lot, from person to person, whether they are more or less prone to cybersickness. Therefore there is often a big difference between experiences made to mitigate cybersickness, and those made purely for the experience, since experiences made for people prone to cybersickness, often lack presence. As a solution to this problem, we propose a locomotion technique in Unity VR, where you swim around like a sea lion by using your arms like flippers, to control velocity, and your head, to control direction. This was done by using a VR headset and controllers. We made this technique to try and create a balanced experience where you feel a high presence, while reducing the users’ level of cybersickness. We used velocity and latency as independent variables, to affect the presence and cybersickness levels which we measured with SSQ and IPQ. We found that you can balance these parameters to get a maximum presence while minimizing cybersickness. These findings can in the future help produce VR simulations for a broader user-group and aid in research about the link between cybersickness and presence in VR.