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Cybersickness continues to be one of the main barriers for mainstream adoption of Virtual Reality (VR). Despite the wealth of research available on this topic, it is still an unsolved problem. This paper explores the potential influence of cybersickness over the course of a VR experience on player Blink-Rate. This investigation was conducted on the same VR task with two diverging control schemes with a low or high risk of inducing cybersickness. A total of 34 participant data was collected from two separate playing sessions. Although no significant differences were observed, sick individuals showed to have a higher blink-rate frequency over the course of the VR experience while non-sick individuals presented a more stable blink-rate frequency.
Olaf Blanke, Andrea Serino, Roberta Ronchi