Effects of Avatar-Based Virtual Reality on Veracity Perception and Kinetosis
CSEF · 2015 Behavioral & Social Sciences Third Award
Overview
Objectives/Goals The purpose was to investigate correlations between presence, immersion, perceptual modality, stress and kinetosis in vision-dominated virtual reality (VR) compared to limited-submersion virtual reality. Methods/Materials Subjects received virtual reality experiences in different VR settings, in either high or low stress environments, and took two surveys to place them into a perceptual modality category and to determine their relative levels of kinetosis, immersion, and presence. Results The subjects displayed a high correlation between immersion and presence in both the vision-dominated and limited-submersion VR settings, with correlations of 0.42689 and 0.4564, respectively. There were negligible correlations between presense and kinetosis and immersion and kinetosis. There was an increase in kinetosis with visual and kinesthetic VR participants, as well as with high-stress participants. Conclusions/Discussion Contrary to the hypothesis, this study suggested that presence and immersion have less to do with experienced kinetosis; rather familiarity of sensory input and stress levels contribute more in a virtual reality settting. This provides important information for the use of virtual reality as an educational tool, as well as one used in military and cooperative circumstances.
Summary statement
My project is about the factors that affect kinetosis in various virtual reality mediums.
Help received
Received guidance and used equipment from UCLA mentors
Awards (1)
Competition history
- CSEF 2015
Resources
Related projects
ISEF · 2021
Don't Trip; TRIPP! The Effect of a Virtual Reality Meditation Environment on Stress and Mindfulness
ISEF · 2017
How Effective Is Your Virtual Reality Experience?
CSEF · 2019
Virtual Reality: Fun or Harmful?
ISEF · 2020
The Effect of Increasing Sensory Modalities on Retention Rates
CSEF · 2016
Effects of Sleep Quality on Virtual Reality Language Learning
ISEF · 2019
Improve Mental Health by Virtual Reality
ISEF · 2021
The Effect of Constraining Eye Movements on Learning Gains and Retention
CSEF · 2010
Exploring the Uncanny Valley: Stylized Animation vs. Computer Generated Imagery
Closest projects by meaning, across every fair and year in the corpus.
Browse more like this
Source: California Science & Engineering Fair public projects