Virtual Reality and Head Movements Across Different Planes: Investigating the Association Between Post-Exposure Symptoms and Dynamic Visual Acuity


KABİŞ B., GÜNDÜZ B., AKSOY S.

American journal of audiology, cilt.34, sa.4, ss.994-1002, 2025 (SCI-Expanded, Scopus) identifier identifier

  • Yayın Türü: Makale / Tam Makale
  • Cilt numarası: 34 Sayı: 4
  • Basım Tarihi: 2025
  • Doi Numarası: 10.1044/2025_aja-25-00092
  • Dergi Adı: American journal of audiology
  • Derginin Tarandığı İndeksler: Science Citation Index Expanded (SCI-EXPANDED), Scopus, CINAHL, Education Abstracts, MEDLINE, Psycinfo
  • Sayfa Sayıları: ss.994-1002
  • Lokman Hekim Üniversitesi Adresli: Evet

Özet

PURPOSE: This study aims to investigate how visual acuity resulting from head motions in three planes (roll, yaw, and pitch) may affect the intensity of symptoms that follow exposure to virtual reality (VR) in healthy people. METHOD: Static visual acuity and dynamic visual acuity (DVA) values of all participants were measured within the DVA test battery. After that, they were instructed to be exposed to VR tools for 20 min. Last, the Turkish version of the Virtual Reality Sickness Questionnaire (VRSQ) was used to evaluate the intensity of symptoms following VR. The associations among age, symptoms, and the DVA test parameters were investigated using multiple regression models. RESULTS: Of all participants, 32 were female (53.33%) and 28 were male (46.67%). According to multiple regression models, there was no significant model in which the static visual acuity and age (the independent variables) had a statistically significant effect on all three scores of the VRSQ (the dependent variable). The impact of gaze stabilization on spatial learning and spatial memory in the horizontal, vertical, and sagittal planes was not statistically significant (p > .05). In contrast, the effects of DVA on these parameters were statistically significant in all planes (p < .05). CONCLUSIONS: The study emphasized the link between DVA and post-VR symptoms. Addressing vestibular-visual functions and individual differences is vital for improving user experiences and reducing adverse effects in VR. Future advancements and case-control studies involving vestibular disorders are needed to enhance inclusivity and comfort for diverse users.