Page 15 - ADU Voice Volume 3 Issue 2
P. 15

FALL 2023 ·   voice 15






































                                                                  while content factors cover variations
                                                                  in VR scenes, and human factors refer
                                                                  to individual differences such as gender,
                                                                  and age. Whilst research is not totally con-
                                                                  clusive on the correlation between gender
                                                                  and cybersickness, existing research sug-
                                                                  gests that women may be more prone to
                                                                  experiencing its symptoms. Additionaly,

                                                                  recent research suggests that cybersick-
                                                                  ness may be more prevalent in older
                                                                  individuals. This uneven impact of VR
                                                                  sickness raises concerns about fairness,
                                                                  particularly in scenarios where health,
                                                                  safety, and inclusion are crucial factors.


                                                                  VR is a beneficial technology with high
                                                                  potential  for  applications  in  educa-
                                                                  tional, clinical, and entertainment fields.
                                                                  However, issues like cybersickness under-
                                                                  score the need to mitigate problems

                                                                  rooted in hardware, content, and human
                                                                  factors. There is also a need to address
                                                                  susceptibility factors like gender, real-
                                                                  world experience, technical proficiency,
                                                                  and neurological conditions for wide-
                                                                  spread VR adoption in the future.
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