Measuring Cybersickness Using Virtual Reality Smartphone in Learning Application
摘要
Virtual Reality (VR) is a technology that enables users to interact with immersive virtual environments and is widely utilized for training simulations, including educational applications such as Trench Safety. However, the use of VR may lead to adverse effects known as cybersickness—an unwanted psychophysiological response characterized by symptoms such as nausea, dizziness, eye strain, and disorientation. This study aims to measure the level of cybersickness experienced by users after interacting with a smartphone-based VR application for trench safety training. A total of 60 participants were involved in the simulation, and their cybersickness levels were assessed using the Simulator Sickness Questionnaire (SSQ) both before and after VR exposure. The results indicate a statistically significant increase in SSQ scores post-simulation, with a p-value of 0.000 (p < 0.05), suggesting a notable rise in cybersickness symptoms following VR use. The most frequently reported symptoms were general discomfort (51 participants), headache (51), difficulty focusing (47), blurred vision (45), and fatigue (44). These findings confirm that while VR is effective as a learning simulation tool, attention must be given to the cybersickness effects it induces, particularly in relation to the design and duration of smartphone-based VR applications.