The influence of depth cues on cybersickness
Summary
The simulation of a (non-)realistic world with Virtual Reality (VR) is gaining in popularity.
However, VR has some drawbacks. A big concern is the causation of cybersickness, a form of
visually induced motion sickness. It is caused by a conflict between visual and vestibular selfmotion cues. To reduce, minimize or eventually prevent cybersickness, this conflict between actual
and virtual self-motion needs to be reduced. This reduction can be established in several ways,
depending on the presence of actual self-motion and the visual quality of the virtual environment.
Since depth cues are a determining factor in this visual quality, this study aimed to research the
influence of depth cues on cybersickness in relation to self-motion. More specifically, it ought to
compare the effect of virtual environments with motion parallax and stereoscopic viewing of this
environment versus no motion parallax and monoscopic viewing. Due to safety measures regarding
COVID-19, only a pilot study has been conducted, limited to testing motion parallax as a depth
cue in only situations where actual self-motion is present. The results show no significant effect of
motion parallax on cybersickness. However, the data of individual subjects suggests that
cybersickness might increase faster in case motion parallax is absent. Further research with a larger
sample size and in situations with and without actual self-motion is necessary to gain more insight
on the influence of depth cues on cybersickness in relation to self-motion. In addition, the used
method could be adjusted to prevent distraction from the virtual environment and to further explore
the influence of eye and head movements. Consequentially, virtual environments can be improved
reckoning the (absence of) self-motion, leading to a better usability of VR in the future