# Motion Sickness in Mixed-Reality Situational Awareness System
## 5 Results
### Adaptation  
The results of our repeated tests confirm the common understanding that states that people get used to VR over multiple exposure sessions. A total of 26 tests were conducted using the repeat experiment. Each of the three test cases had eight users evaluated, with two extra accounting for the pre-tests. All of these tests were exactly 15 min long.  
In our case it was very visible that the users tested were more comfortable during the second round, as seen in Figure 12. Their motion sickness score was reduced. The test also includes the results of two people who were very strongly susceptible and had a single test conducted two weeks prior to the first test. In their case the difference between the  
Figure 11: Mean SSQ results comparing the in-field test to the simulation. Only tests lasting longer than 15 min were included. The red SSQ line, marked with a \(*\), is from a similar experiment by [PERSON] et al. (2020).  
pre-test and the later tests was much more significant. The impact of continuous exposure is especially visible when comparing the overall SSQ mean of the test, as seen in Table 1.  
This suggests that first training with a VR device will improve how long a user can withstand using it before becoming uncomfortable or impaired due to motion sickness-related effects. The findings also suggest that the effects of such an exposure will linger for an extended period of time. Based on these findings, first-time VR users will experience significantly worse motion sickness effects than repeat users, indicating that first-time VR users are not a good indicator for how MS-inducing a VR device is.  
During our repeated tests, we also noticed short lasting after-effects on users as mentioned by [PERSON] et al. (2019). This was only applicable for people with high MSQ scores during the second round of tests as they had not managed to fully recover before the second experiment. During the second round of adaptation tests and past experience with testing, we have noticed that it takes users between 30 min to 1 h to fully recover from any effects caused by VR. This appeared to depend mostly on the individual users' MS susceptibility.  
\begin{table}
\begin{tabular}{l l l l l l} \hline \hline
**Test Type** & **Subtype** & **RAW Mean** & **RAW Std** & **MSQ Mean** & **MSQ Std** \\ \hline Field vs. Sim & field & 23.19 & 28.26 & 21.04 & 21.02 \\ Field vs. Sim & sim & 23.3 & 29.53 & 22.3 & 34.39 \\ \hline Field vs. Sim > 15 min & field & 30.06 & 30.97 & 25.27 & 21.54 \\ Field vs. Sim > 15 min & sim & 31.58 & 37.6 & 39.4 & 55.83 \\ \hline Adaptation & pre & 51.52 & 46.9 & 34.21 & 34.68 \\ Adaptation & 1 st & 20.8 & 23.39 & 17.06 & 18.97 \\ Adaptation & 2 nd & 17.77 & 27.75 & 14.06 & 21.59 \\ Adaptation & 3 rd & 15.19 & 17.37 & 10.72 & 12.17 \\ \hline \hline \end{tabular}
\end{table}
Table 1: Mean and standard deviation of all recorded SSQ values for unaltered simulator and real life experiments. The field vs. sim tests consisted of 52 samples and the adaptation test consisted of 26 samples.  
Figure 12: Mean SSQ results for the repeated tests. The pre-test was conducted on users who had no prior experience in VR. The 1 st and 2 nd tests were 1 h 15 min apart. The 2 nd and 3 rd tests were more than a week apart.  
The third experiment was conducted with a 1-week- to 10-day-long wait period and thus is not influenced by after-effects.