Investigating Cyclical Stereoscopy Effects Over Visual Discomfort and Fatigue in Virtual Reality While Learning Purpose: It is hypothesized that cyclical stereoscopy (displaying stereoscopy or 2D cyclically) has effect over visual fatigue, learning curves and quality of experience, and that those effects are different from regular stereoscopy. Materials and Methods: 59 participants played a serious game simulating a job interview with a Samsung Gear VR Head Mounted Display (HMD). Participants were randomly assigned to 3 groups: HMD with regular stereoscopy (S3D) and HMD with cyclical stereoscopy (cycles of 1 or 3 minutes). Participants played the game thrice (third try on a PC one month later). Visual discomfort, Flow, Presence, were measured with questionnaires. Visual Fatigue was assessed preand postexposure with optometric measures. Learning traces were obtained ingame. Results: Visual discomfort and flow are lower with cyclicalS3D than S3D but not Presence. Cyclical stereoscopy every 1 minute is more tiring than stereoscopy. Cyclical stereoscopy every 3 minutes tends to be more tiring than stereoscopy. Cyclical stereoscopy groups improved during ShortTerm Learning. None of the statistical tests showed a difference between groups in either ShortTerm Learning or LongTerm Learning curves. Conclusion: cyclical stereoscopy displayed cyclically had a positive impact on Visual Comfort and Flow, but not Presence. It affects oculomotor functions in a HMD while learning with a serious game with low disparities and easy visual tasks. Other visual tasks should be tested, and eyetracking should be considered to assess visual fatigue during exposure. Results in ecological conditions seem to support models suggesting that activating cyclically stereopsis in a HMD is more tiring than maintaining it.

Cybersickness and Evaluation of a Remediation System: A Pilot Study Many questions arise regarding the use of virtual reality (VR) in the naval military field. This is particularly the case from a human factorsxe2x80x99 perspective, where systemxe2x80x99s usability is supposed to guarantee userxe2x80x99s performance. Cybersickness, resulting from a sensory conflict between visual and vestibular systems, is one of the major limitations to the development of VR. Cybersickness can lead to nausea, oculomotor discomfort and disorientation. The major aim of the current study was to evaluate the efficiency of a remediation system for cybersickness. This system is designed to help remove the sensory conflict, thanks to miniature LED screens placed in the head mounted display (HMD). 18 subjects were confronted with a dynamic environment in VR, equipped with HMDs. Different physiological variables were measured during immersion. Every subject showed effects of cybersickness, starting, on average, after eight minutes of exposure, even if the system may reduce symptoms under certain conditions.