This dissertation presents the review, comparison, and analysis of the adequacy of existing
methodologies for evaluating Virtual Reality-Induced Symptoms and Effects (VRISE) and user
experience in the field of virtual reality. Although virtual reality (VR) has already achieved
technological maturity, there are still some significant drawbacks for technology acceptance
and broader user adoption, presenting research challenges. The side effects of VR usage are
still common among users of VR technology. With the rapid development of software and
hardware VR solutions, various interaction, and locomotion techniques, it is necessary to
identify reliable and valid subjective methods that allow rapid evaluation of VRISE and user
experience. To evaluate the VRISE, we showed that we could replace the SSQ questionnaire
with quick and straightforward evaluation methods such as SUDS, FMS, VRNQ, as well as the
SSQ-D subscale of the SSQ Questionnaire. SSQ-D subscale evaluates the symptoms of
disorientation, which are most expressed, most severe, and frequent among VR users. SUDS
and FMS proved especially suitable. The calculation of responses is not needed, which enables quick evaluation of VRISE, while FMS also allows to record the VRISE levels during the virtual experience and capture its time course. There is a need for a established methodology to evaluate the user experience in virtual reality, as there is no widely adopted methodology. We have shown the suitability of the UEQ Questionnaire and its short version UEQ-S, which were not previously used for assessing user experience in VR research. We also showed that the presence of VRISE has a negative impact on the user experience. Based on the Rest-Frame theory, we have developed a 3D VR game, and we have analyzed the effect of rest-frames VRISE, user experience, sense of presence, and performance. The VRISE disorientation symptoms were alleviated in a high action mode of the game with rest-frame glasses for the users experienced with VR technology. We found no negative effect of rest-frames on the user experience and presence, except for some negative impact when using rest-frame glasses in the low action mode of the game. No negative effect on the performance itself was observed. That means that the usage of head-centric rest-frames is suitable for use in VR applications. In terms of VRISE levels, we found out that rest-frame glasses are more appropriate for the wearers of the distance spectacles, and a baseball hat is more suitable for non-wearers of distance spectacles.
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