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The mechanism underlying cybersickness during virtual reality (VR) exposure is still poorly understood, although research has highlighted a causal role for visual-vestibular sensory conflict. Recently established methods for reducing cybersickness include galvanic vestibular stimulation (GVS) to mimic absent vestibular cues in VR, or vibration of the vestibular organs to add noise to the sensory modality. Here, we examined if applying noise to the vestibular system using noisy-current GVS affects sickness severity in VR. Participants were exposed to one of the two VR games that were classified as either moderately or intensely nauseogenic. The VR content lasted for 50 min and was broken down into three blocks: 30 min of gameplay during exposure to either noisy GVS (± 1750 µA) or sham stimulation (0 µA), and 10 min of gameplay before and after this block. We characterized the effects of noisy GVS in terms of post-minus-pre-exposure cybersickness scores. In the intense VR condition, we found a main effect of noisy vestibular stimulation on a verbal cybersickness scale, but not for questionnaire measures of cybersickness. Participants reported lower cybersickness scores during and directly after exposure to GVS. However, this difference was quickly extinguished (~ 3-6 min) after further VR exposure, indicating that sensory adaptation did not persist after stimulation was terminated. In contrast, there were no differences between the sham and GVS group for the moderate VR content. The results show the potential for reducing cybersickness with non-invasive sensory stimulation. We address possible mechanisms for the observed effects, including noise-induced sensory re-weighting.
Assuntos
Enjoo devido ao Movimento/fisiopatologia , Sensação/fisiologia , Doenças Vestibulares/fisiopatologia , Vestíbulo do Labirinto/fisiologia , Adolescente , Adulto , Estimulação Elétrica/métodos , Feminino , Humanos , Masculino , Pessoa de Meia-Idade , Enjoo devido ao Movimento/etiologia , Doenças Vestibulares/complicações , Realidade Virtual , Adulto JovemRESUMO
The user base of the virtual reality (VR) medium is growing, and many of these users will experience cybersickness. Accounting for the vast interindividual variability in cybersickness forms a pivotal step in solving the issue. Most studies of cybersickness focus on a single factor (e.g., balance, sex, or vection), while other contributors are overlooked. Here, we characterize the complex relationship between cybersickness and several measures of sensorimotor processing. In a single session, we conducted a battery of tests of balance control, vection responses, and vestibular sensitivity to self-motion. Following this, we measured cybersickness after VR exposure. We constructed a principal components regression model using the measures of sensorimotor processing. The model significantly predicted 37% of the variability in cybersickness measures, with 16% of this variance being accounted for by a principal component that represented balance control measures. The strongest predictor was participants' sway path length during vection, which was inversely related to cybersickness [ r(28) = -0.53, P = 0.002] and uniquely accounted for 7.5% of the variance in cybersickness scores across participants. Vection strength reports and measures of vestibular sensitivity were not significant predictors of cybersickness. We discuss the possible role of sensory reweighting in cybersickness that is suggested by these results, and we identify other factors that may account for the remaining variance in cybersickness. The results reiterate that the relationship between balance control and cybersickness is anything but straightforward. NEW & NOTEWORTHY The advent of consumer virtual reality provides a pressing need for interventions that combat sickness in simulated environments (cybersickness). This research builds on multiple theories of cybersickness etiology to develop a predictive model that distinguishes between individuals who are/are not likely to experience cybersickness. In the future this approach can be adapted to provide virtual reality users with curated content recommendations based on more efficient measurements of sensorimotor processing.
Assuntos
Modelos Neurológicos , Percepção de Movimento , Enjoo devido ao Movimento/fisiopatologia , Realidade Virtual , Adolescente , Adulto , Feminino , Humanos , Masculino , Enjoo devido ao Movimento/etiologia , Córtex Sensório-Motor/fisiologiaRESUMO
Orthographically projected biological motion point-light displays are generally ambiguous with respect to their orientation in depth, yet observers consistently prefer the facing-the-viewer interpretation. There has been discussion as to whether this bias can be attributed to the social relevance of biological motion stimuli or relates to local, low-level stimulus properties. In the present study we address this question. In Experiment 1, we compared the facing-the-viewer bias produced by a series of four stick figures and three human silhouettes that differed in posture, gender, and the presence versus absence of walking motion. Using a paradigm in which we asked observers to indicate the spinning direction of these figures, we found no bias when participants observed silhouettes, whereas a pronounced degree of bias was elicited by most stick figures. We hypothesized that the ambiguous surface normals on the lines and dots that comprise stick figures are prone to a visual bias that assumes surfaces to be convex. The local surface orientations of the occluding contours of silhouettes are unambiguous, and as such the convexity bias does not apply. In Experiment 2, we tested the role of local features in ambiguous surface perception by adding dots to the elbows and knees of silhouettes. We found biases consistent with the facing directions implied by a convex body surface. The results unify a number of findings regarding the facing-the-viewer bias. We conclude that the facing-the-viewer bias is established at the level of surface reconstruction from local image features rather than on a semantic level.
Assuntos
Viés , Percepção de Profundidade/fisiologia , Percepção de Movimento/fisiologia , Reconhecimento Visual de Modelos/fisiologia , Adolescente , Adulto , Feminino , Humanos , Masculino , Orientação , Caminhada , Adulto JovemRESUMO
In order to take advantage of the potential offered by the medium of virtual reality (VR), it will be essential to develop an understanding of how to maximize the desirable experience of "presence" in a virtual space ("being there"), and how to minimize the undesirable feeling of "cybersickness" (a constellation of discomfort symptoms experienced in VR). Although there have been frequent reports of a possible link between the observer's sense of presence and the experience of bodily discomfort in VR, the amount of literature that discusses the nature of the relationship is limited. Recent research has underlined the possibility that these variables have shared causes, and that both factors may be manipulated with a single approach. This review paper summarizes the concepts of presence and cybersickness and highlights the strengths and gaps in our understanding about their relationship. We review studies that have measured the association between presence and cybersickness, and conclude that the balance of evidence favors a negative relationship between the two factors which is driven principally by sensory integration processes. We also discuss how system immersiveness might play a role in modulating both presence and cybersickness. However, we identify a serious absence of high-powered studies that aim to reveal the nature of this relationship. Based on this evidence we propose recommendations for future studies investigating presence, cybersickness, and other related factors.
RESUMO
Virtual reality (VR) provides a valuable research tool for studying what occurs when sensorimotor feedback loops are manipulated. Here we measured whether exposure to a novel temporal relationship between action and sensory reaction in VR causes recalibration of time perception. We asked 31 participants to perform time perception tasks where the interval of a moving probe was reproduced using continuous or discrete motor methods. These time perception tasks were completed pre- and post-exposure to dynamic VR content in a block-counterbalanced order. One group of participants experienced a standard VR task ("normal-time"), while another group had their real-world movements coupled to the flow of time in the virtual space ("movement contingent time-flow; MCTF"). We expected this novel action-perception relationship to affect continuous motor time perception performance, but not discrete motor time perception. The results indicated duration-dependent recalibration specific to a motor task involving continuous movement such that the probe intervals were under-estimated by approximately 15% following exposure to VR with the MCTF manipulation. Control tasks in VR and non-VR settings produced similar results to those of the normal-time VR group, confirming the specificity of the MCTF manipulation. The findings provide valuable insights into the potential impact of VR on sensorimotor recalibration. Understanding this process will be valuable for the development and implementation of rehabilitation practices.
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Use of virtual reality (VR) technology is often accompanied by a series of unwanted symptoms, including nausea and headache, which are characterised as 'simulator sickness'. Sensory mismatch has been thought to lie at the heart of the problem and recent studies have shown that reducing cue mismatch in VR can have a therapeutic effect. Specifically, electrical stimulation of vestibular afferent nerves (galvanic vestibular stimulation; GVS) can reduce simulator sickness in VR. However, GVS poses a risk to certain populations and can also result in negative symptoms in normal, healthy individuals. Here, we tested whether noisy vestibular stimulation through bone-vibration can also reduce symptoms of simulator sickness. We carried out two experiments in which participants performed a spatial navigation task in VR and completed the Simulator Sickness Questionnaire over a series of trials. Experiment 1 was conducted using a high-end projection-based VR display, whereas Experiment 2 involved the use of a consumer head mounted display. During each trial, vestibular stimulation was either: 1) absent; 2) coupled with large angular accelerations of the projection camera; or 3) applied randomly throughout each trial. In half of the trials, participants actively navigated using a motion controller, and in the other half they were moved passively through the environment along pre-recorded motion trajectories. In both experiments we obtained lower simulator sickness scores when vestibular stimulation was coupled with angular accelerations of the camera. This effect was obtained for both active and passive movement control conditions, which did not differ. The results suggest that noisy vestibular stimulation can reduce simulator sickness, and that this effect appears to generalize across VR conditions. We propose further examination of this stimulation technique.
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Condução Óssea , Enjoo devido ao Movimento/etiologia , Enjoo devido ao Movimento/prevenção & controle , Vestíbulo do Labirinto/fisiologia , Realidade Virtual , Adulto , Feminino , Humanos , Masculino , Interface Usuário-Computador , Vibração/efeitos adversos , Adulto JovemRESUMO
Depth-ambiguous point-light walkers are most frequently seen as facing-the-viewer (FTV). It has been argued that the FTV bias depends on recognising the stimulus as a person. Accordingly, reducing the social relevance of biological motion by presenting stimuli upside down has been shown to reduce FTV bias. Here, we replicated the experiment that reported this finding and added stick figure walkers to the task in order to assess the effect of explicit shape information on facing bias for inverted figures. We measured the FTV bias for upright and inverted stick figure walkers and point-light walkers presented in different azimuth orientations. Inversion of the stimuli did not reduce facing direction judgements to chance levels. In fact, we observed a significant facing away bias in the inverted stimulus conditions. In addition, we found no difference in the pattern of data between stick figure and point-light walkers. Although the results are broadly consistent with previous findings, we do not conclude that inverting biological motion simply negates the FTV bias; rather, inversion causes stimuli to be seen facing away from the viewer more often than not. The results support the interpretation that primarily low-level visual processes are responsible for the biases produced by both upright and inverted stimuli.