<p>Virtual Reality (VR) has advanced considerably in recent years, with improved headset technology, more immersive games and applications, and wide-ranging uses across multiple industries. However, despite these advancements, negative impacts on the user remain, including cybersickness and aftereffects. While cybersickness has received considerable attention in the literature, investigations of aftereffects are more disparate. In this narrative review, I provide an overview of research in the field of aftereffects. In particular, I focus on sensorimotor, oculomotor, and cognitive aftereffects, evaluating the present evidence in each of these domains. Sensorimotor aftereffects include proprioceptive and coordination errors and postural instability. Oculomotor effects include disruptions in accommodation and convergence, as well as subjective symptoms such as blurred vision and sore eyes. Cognitive aftereffects include disrupted reaction times, although evidence for impacts across other functions is sparse. I also discuss potential mechanisms, such as sensory conflicts, technological factors, and cybersickness, and provide suggestions for future research in this field. Overall, understanding the extent and cause of VR aftereffects is important to ensure the applicability of this useful technology.</p>

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The aftereffects of virtual reality: a narrative review

  • Maria Gallagher

摘要

Virtual Reality (VR) has advanced considerably in recent years, with improved headset technology, more immersive games and applications, and wide-ranging uses across multiple industries. However, despite these advancements, negative impacts on the user remain, including cybersickness and aftereffects. While cybersickness has received considerable attention in the literature, investigations of aftereffects are more disparate. In this narrative review, I provide an overview of research in the field of aftereffects. In particular, I focus on sensorimotor, oculomotor, and cognitive aftereffects, evaluating the present evidence in each of these domains. Sensorimotor aftereffects include proprioceptive and coordination errors and postural instability. Oculomotor effects include disruptions in accommodation and convergence, as well as subjective symptoms such as blurred vision and sore eyes. Cognitive aftereffects include disrupted reaction times, although evidence for impacts across other functions is sparse. I also discuss potential mechanisms, such as sensory conflicts, technological factors, and cybersickness, and provide suggestions for future research in this field. Overall, understanding the extent and cause of VR aftereffects is important to ensure the applicability of this useful technology.