City
Epaper

Storytelling can reduce virtual reality cybersickness

By ANI | Updated: February 13, 2020 21:15 IST

In a recent study researchers from the University of Waterloo found that storylines that provide emotionally evocative context and details can help users feel immersed in Virtual reality (VR) experiences and can reduce feelings of nausea, disorientation and eye strain, depending on a user's gaming experience.

Open in App

In a recent study, researchers from the University of Waterloo found that storylines that provide emotionally evocative context and details can help users feel immersed in Virtual reality (VR) experiences and can reduce feelings of nausea, disorientation, and eye strain, depending on a user's gaming experience.

A postdoctoral fellow in Kinesiology, Seamas Weech said, "We found that people who had little to no experience playing video games had reduced cybersickness if they received this enhanced narrative, but regular video gamers did not need it because they were not predisposed to feel symptoms. What that tells us is that the actual design of the VR simulation's storyline itself can reduce the negative impact some people experience with VR technology."

Researchers recruited 42 participants from the University, then 156 at a new media technology exhibition in Kitchener, Ontario, and had them experience virtual reality. Before entering the simulation, the participants listened to a story about what they were about to experience, but half were given bare-bones details, and the other half were given an enhanced narrative, which included emotionally evocative details.

All participants who heard the enhanced part of the story reported significantly more presence in VR - the feeling of being there - but only the non-gamers experienced reduced cybersickness.

Michael Barnett-Cowan mentioned that "People with little gaming experience are highly sensitive to conflicts between VR technology and the information they are taking in. Enriched narratives seem to enhance presence and reduce cybersickness due to the decreased focus on problems with the multiple inputs to their senses."

"What's really striking is that we saw the benefits of enriched narratives across a sample of people from 8 to 60 years of age. This brings us closer to an inclusive way to enhance experiences in virtual reality through game design," a postdoctoral researcher at the Games Institute, Sophie Kenny added.

( With inputs from ANI )

Open in App

Related Stories

AurangabadMCC for municipal council elections comes into effect

NationalUP: Two retired SBI officials sentenced to three-year jail term in 15-year-old case

Entertainment"Big hugs and lots of love to you always": Shah Rukh Khan expresses heartfelt gratitude to Anupam Kher for warm birthday message

BusinessMehli Mistry makes harmonious exit from Tata Trusts citing commitment to RNT; pens letter to trustees

AurangabadAdmission process for 11 B Sc-PMT courses begins

Lifestyle Realted Stories

LifestyleWedding Season: Lightweight and Trendy Necklace Designs for Brides

LifestyleTripuri Purnima 2025: Date, Significance After Diwali, and How to Worship Lord Shiva

LifestyleGuru Nanak Jayanti 2025: Must-Visit Gurudwaras on Gurpurab That Capture the Essence of Guru Nanak Dev Ji’s Teachings

LifestyleGuru Nanak Jayanti 2025 Quotes: Top 10 Gurbani Shabads That Give Valuable Life Teachings

LifestyleGuru Nanak Jayanti 2025 Wishes: Send WhatsApp Greetings and Messages To Family and Friends on Gurpurab