Effects of Virtual Reality Immersion During Using Uni-Treadmill for Exercise
- DOI
- 10.2991/978-94-6463-772-4_28How to use a DOI?
- Keywords
- Cybersickness; Virtual Reality; Treadmill; Sport; Immerse
- Abstract
The use of virtual reality is growing rapidly, not only in gaming but also in sports. However, using virtual reality can lead to cybersickness, with symptoms such as nausea, oculomotor disturbances, and disorientation. This study aims to measure the onset of cybersickness during treadmill exercise and to determine the time it takes for these symptoms to appear. Cybersickness was assessed using a Simulator Sickness Questionnaire and a Fast Motion Sickness scale. The study involved 20 male participants, and the experiment lasted for 50 minutes. The results showed that using virtual reality while on a treadmill significantly induced cybersickness (p ≤ 0.05), with disorientation being the most pronounced symptom. Cybersickness began to manifest between the 9th until 15th minute (p ≤ 0.05).
- Copyright
- © 2025 The Author(s)
- Open Access
- Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.
Cite this article
TY - CONF AU - Chalis Fajri Hasibuan AU - Budi Hartono AU - Titis Wijayanto PY - 2025 DA - 2025/07/01 TI - Effects of Virtual Reality Immersion During Using Uni-Treadmill for Exercise BT - Proceedings of the 10th International Conference on Science and Technology (ICST 2024) PB - Atlantis Press SP - 317 EP - 326 SN - 2352-5401 UR - https://doi.org/10.2991/978-94-6463-772-4_28 DO - 10.2991/978-94-6463-772-4_28 ID - Hasibuan2025 ER -