# Motion Sickness in Mixed-Reality Situational Awareness System
## 5 Results
### Comparison of Field Test and Simulation Test Results  
Field tests, conducted on race tracks and off-road tracks, mirrored the simulation's predicted curve for the most part. These prediction curves can be observed in Figure 8 as well as the averaged user scores in Figure 9.  
Figure 8: Logarithmic curvature prediction of the SSQ results comparing the in field test to the simulation. The red SSQ line, marked with a \(*\), is from a similar experiment by [PERSON] et al. [20]. In total, 26 control tests were conducted on the unmodified simulated setup. The average duration of the tests was 25.68 min with a standard deviation of 13.03 min. Additionally, 26 in-field tests were conducted on the Vegvisir system. The average duration of the tests was 31.52 min with a standard deviation of 24.5 min. The unmodified simulation setup test results were used as the control value for most of the experimental setups. The blurred vignette did not use these data as the control baseline. Visually inspecting the results, it is apparent that the raw field test outcomes induce marginally more nausea than the simulated tests. When accounting for MSQ scores, the simulated tests and the field tests were much more similar. The numeric results indicate that the simulator appears to perform poorly in the 20 to 30 min range, but manages to level out at around 40 min. This was backed by post-experiment interviews as users got used to the system and some of their SSQ symptoms were only temporarily heightened. In the case of in field tests, the SSQ values did not follow a similar spiked pattern at 20 min but tended to be more gradual, especially when normalized by MSQ. These findings can be contextualized against the reference line, which represents aggregated data from all unaltered tests. As an additional reference, the results from a similar experiment by [PERSON] et al. (20), where the SSQ at 50 min was measured, have also been added in red. Participant feedback from the field tests provides further context. Participants universally reported an improved experience and greater usability of the system after 10-20 min. All test subjects themselves preferred the field test version to the simulated version in terms of MS. Verbal responses from test subjects have indicated that the heightened realism and detailed view from the camera were prominent factors contributing to this preference. This was also visible when comparing the MS values for the subjects with the highest MSQ values, as they did not feel they crossed the previously noted MS thresholds, even if the SSQ scores indicated otherwise. This could be attributed to the subjectivity of the SSQ tests. However, it is crucial to acknowledge certain limitations. The feedback indicates concerns related to eye strain and the weight of the VR system on the face. These factors were less prominent in the simulated setup. The field test setup HMD has a wide focus adjustment range and improper adjustment might have been the primary cause of the eye strain, as most subjects opted not to adjust the focus. The second factor that may have had an effect on eye strain is improper fixation of the headset. If the headset is not properly fixed to the head, the movement and vibrations of the vehicle may move the HMD and cause the user to lose focus. These were known  
Figure 9: Mean SSQ results comparing the in field test to the simulation. The red SSQ line, marked with a \(*\), is from a similar experiment by [PERSON] et al. (20). factors, but hard to account for as it requires more experience on the users part to know how to best adjust the headset to fit their needs. This section offers a comprehensive exploration of SSQ changes over time and the establishment of motion sickness thresholds in VR environments. The findings underscore the significance of adapting tests to real-world conditions for a more accurate assessment of motion sickness responses. Further investigation into anomalies, user feedback, and system ergonomics remains imperative for enhancing the VR experience and ensuring user comfort.