


He has produced and directed documentaries on a range of topics from automobile racing to world hunger. He is currently a Professor of Film and Digital Media at Baylor University, a Senior Research Fellow at the IC2 Institute at the University of Texas at Austin, and a Fellow of the Society of Motion Picture and Television Engineers (SMPTE). Korpi received his PhD from the University of Iowa. He is currently involved in several lines of research including the future applications of augmented reality, the psychological and physiological effects of virtual reality technology, and the psychological and neurological impact of high frame rate and variable frame rate cinematography. Carbonara was the recipient of the 2013 NAT Tiffen Award for Outstanding Educational Contribution to the Art and Craft of Cinematography, Emerging Cinematographer Award by the International Cinematographers Guild, IATSE 600.

Carbonara’s research interests include video games as fluid learning constructs, digital content creation and distribution, digital cinema, IPTV, video game technology and the resulting socio-economic and socio-cultural impacts, wireless mesh sensor networks, digital storage, video compression, creative and innovative management of technology and diffusion of innovations. He is a Senior Research Fellow of the IC2 Institute at UT Austin, and is a Fellow of the Society of Motion Picture and Television Engineers (SMPTE). from the University of Texas at Austin, and is a Professor of Film and Digital Media and Director of the Digital Communication Technologies Project at Baylor University. Correspondence should be addressed to: P. He is currently involved in several lines of research including the psychological and physiological effects of virtual reality technology the psychological and neurological impact of high frame rate and variable frame rate cinematography, and the emotional and cognitive effects of watching television and film and of using various types of video games. His research interests include the psychological and psysiological effects of new media technology such as virtual reality and innovative control methods media psychology video game and other media enjoyment, and morality in media. from Florida State University in 2009 and is currently Associate Professor of Film and Digital Media at Baylor University. Further research will delve into cybersickness, presence and the newest consumer VR headsets and will investigate the neuropsychological processes associated with the VR experience.Īcknowledgements: The authors wish to acknowledge the support of the Department of Film and Digital Media at Baylor University.ĭaniel M. DK2 users experienced cybersickness symptoms just as severe as their counterparts using the DK1 did. More importantly, advanced VR technology made no significant difference to users in terms of cybersickness or sense of presence. Differences between the headsets were not significant.īoth studies show that cybersickness affects women more than men however, the reasons for the difference bear further investigation. Results indicated that the advanced VR technology did not improve the experience of cybersickness or presence over the basic technology. Players in both headset conditions were compared on cybersickness and sense of presence. In Study 2, 136 players played Minecraft on either the Oculus Rift DK1 or its successor, the DK2 n m. Results indicated that women experienced more severe cybersickness symptoms than men, and that shooter players experienced more severe symptoms than space flight players.

In Study 1, 223 players played either a first-person shooter or a first-person space flight game on the Oculus Rift DK-1. Grounded in sensory conflict theory the study discusses cybersickness as a function of the differing technical specifications of the VR head-mounted displays (HMDs) used in the experiments. This article reports the results of two experimental studies which investigated 1) differences in how virtual reality (VR) -induced cybersickness is experienced between men and women, and 2) how video game players experience cybersickness when using two generations of developing VR technology. Baylor University Department of Film and Digital Media
