Frontiers in Virtual Reality, cilt.5, 2024 (Scopus)
Background: Virtual reality is no longer created solely with design graphics. Real life 360° videos created with special shooting techniques are now offered as open access to users’ experience. As a result, this widespread use of VR systems has increased the incidence of visually induced motion sickness. Objective: In the present study, we aimed to investigate impact of brightness-contrast levels of real-life 360° videos on susceptibility to visually induced motion sickness during immersive virtual reality headset viewing. Methods: In this study, 360° real-world day and night driving videos publicly available on YouTube VR were used as stimuli. Stimuli were presented in 2-min segments. Electrodermal activity was recorded throughout the stimulus presentation, and SSQ was administered immediately afterward. Results: No significant difference was found between the experiments in terms of dermal activity. There is a statistically significant difference in total SSQ scores and in symptoms of fatigue, eye strain, head fullness, blurred vision, and dizziness (p < 0.005; p < 0.01) after then the night video. Conclusion: The present study examined the likely impact of brightness and contrast levels in VR environments on VIMS provocation.