林世宏LIN, SHIH-HUNG鄭韻玲CHENG, YUN-LINGYUN-LINGCHENG視光學系碩士班2026-03-242029/7/1420242024/6/28https://handle.ncl.edu.tw/11296/sp4denhttps://scholars.csmu.edu.tw/handle/123456789/6529目的虛擬實境(Virtual Reality, VR)是一種以電腦程式運算出三維立體空間,使人們可以產生完全沉浸感體驗的頭戴式裝置,目前已經廣泛運用在各項領域之間;但VR所產生的動暈症,也就是沉浸在VR中一段時間後會產生的暈眩感目前雖廣為人知,卻尚未有人能解決。本研究會以動暈症-視覺感覺衝突理論,來探討利用中性灰色濾光片介入亮度下降是否能改善視覺誘發動暈症(Cyber Sickness, CS)。方法本研究設計引用Golding, John F的動暈易感性量表問卷[1](Motion Sickness Susceptibility Questionnaire, MSSQ)來納入易暈眩的受測者,本研究納入31名受測者、排除<45分的受測者;研究流包含一次Baseline以及三次回訪,測量項目分別是前測虛擬實境疲勞問卷(Virtual Reality Sickness Questionnaire, VRSQ),前測雙眼視基本數據檢查來確保受測者雙眼視正常,接著介入VR,觀察快速動暈症量表(Fast Motion Sickness, FMS)問卷測驗虛擬實境暈眩程度,若FMS分數>13分即退出VR、或介入VR達到15分鐘即可退出進行後測VRSQ。以每次回訪的數據進行IBM SPSS Staistics 22來進行信效度分析、ANOVA單因子四變項統計分析、相依樣本T檢定、卡方檢定、相關迴歸分析。結果MSSQ納入動暈症的人群(M=51.92),雙眼視四次前測有少部分項目有顯著差異; FMS相依樣本F檢定三分鐘F(3,57)=5.783,P=0.002、六分鐘F(3,57)=0.906,P=0.448、九分鐘F(3,57)=5.859,P=0.002、十二分鐘F(3,57)=4.077,P=0.014、十五分鐘F(3,57)=8.223,P=0.005;VRSQ相依樣本F檢定F(3,57)=14.684, P<0.000;VRSQ信效度分析,對比敏感度與VRSQ沒有顯著相關,P=0.114;對比敏感度與FMS沒有顯著相關P=0.116。結論亮度與對比敏感度有不可分割的關聯性,FMS與VRSQ的結果顯示降低亮度度可以有效減緩CS,提高頭盔解析度可能造成使用者CS更嚴重。PurposeVirtual Reality (VR) is a technology that uses computer programs to create a three-dimensional, immersive experience through head-mounted devices. VR is widely used across various fields; however, VR-induced motion sickness, known as Cyber Sickness (CS), remains an unresolved issue. This study explores whether reducing brightness using a neutral gray filter can mitigate visually induced motion sickness based on the motion sickness-visual sensory conflict theory.MethodsThis study incorporates John F. Golding's Motion Sickness Susceptibility Questionnaire (MSSQ) to select participants prone to motion sickness. A total of 31 participants were included, excluding those with MSSQ scores below 45. The study design includes one baseline and three follow-up visits. Measurement items include the pre-test Virtual Reality Sickness Questionnaire (VRSQ) and a binocular vision examination to ensure normal vision. Participants then engage in VR and are assessed using the Fast Motion Sickness (FMS) questionnaire to determine the degree of VR-induced Motion Sickness. Participants exit the VR session either if their FMS score exceeds 13 or after 15 minutes, followed by a post-test VRSQ. Data from each visit were analyzed using IBM SPSS Statistics 22, including reliability and validity analysis, ANOVA single-factor four-variable statistical analysis, dependent sample t-test, chi-square test, and correlation regression analysis.ResultsAmong participants included based on MSSQ (M = 51.92), there were some significant differences in binocular vision in the four pre-tests. FMS dependent sample F-test results were: three minutes F(3,57) = 5.783, P = 0.002; six minutes F(3,57) = 0.906, P = 0.448; nine minutes F(3,57) = 5.859, P = 0.002; twelve minutes F(3,57) = 4.077, P = 0.014; fifteen minutes F(3,57) = 8.223, P = 0.005. VRSQ dependent sample F-test results were F(3,57) = 14.684, P < 0.000. The reliability and validity analysis showed no significant correlation between contrast sensitivity and VRSQ (P = 0.114) and between contrast sensitivity and FMS (P = 0.116).ConclusionBrightness and contrast sensitivity are closely related. The results of FMS and VRSQ indicate that reducing brightness can effectively alleviate CS, while increasing helmet resolution may exacerbate CS.頭戴式裝置虛擬實境動暈症亮度對比敏感度Head-mounted displaycyber sicknessbrightnesscontrast sensitivity亮度對虛擬實境中視覺動暈症的影響thesis