Changes in Navigation Controls and Field-of-View Modes Affect Cybersickness Severity and Spatiotemporal Gait Patterns After Exposure to Virtual Environments.

IF 2.9 3区 心理学 Q1 BEHAVIORAL SCIENCES Human Factors Pub Date : 2024-07-01 Epub Date: 2023-07-27 DOI:10.1177/00187208231190982
Ming-I Brandon Lin, Bonnie Wu, Shun-Wen Cheng
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Abstract

Objective: To examine the effects of navigation controls and field-of-view modes on cybersickness severity and gait dynamics after cessation of exposure to a virtual environment (VE).

Background: The applications of virtual reality are increasing in various fields; however, whether changes in interaction techniques and visual contents could mitigate the potential gait disturbance following VE exposure remains unclear.

Method: Thirty healthy adults wore a head-mounted display to complete six sessions of 12-min run-and-gun tasks using different navigation controls (gamepad, head, natural) and field-of-view modes (full, restricted). Forward and backward walking tasks were performed before and after VE exposure. The degrees of cybersickness and presence were evaluated using questionnaires, along with the in-session task performance. Spatiotemporal gait measures and their variabilities were calculated for each walking task.

Results: The participants experienced less cybersickness with the head and natural controls than with the gamepad. Natural control, based on matching body movements, was associated with the highest degree of presence and best performance. VE navigation using the gamepad showed reduced cadences and increased stride times during postexposure forward-walking tasks. When the VE was presented via the restricted field-of-view mode, increased gait variabilities were observed from backward-walking tasks after VE exposure.

Conclusion: Body movement-based navigation controls may alleviate cybersickness. We observed gait adaptation during both ambulation tasks, which was influenced by the navigation control method and field-of-view mode.

Application: This study provides the first evidence for gait adaptation during balance-demanding tasks after VE exposure, which is valuable for designing guidelines for virtual reality interactions.

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接触虚拟环境后,导航控制和视场模式的变化会影响晕机严重程度和时空步态。
目的:研究导航控制和视场模式对停止接触虚拟环境(VE)后晕机严重程度和步态动态的影响:背景:研究导航控制和视场模式对停止接触虚拟环境(VE)后晕船严重程度和步态动态的影响:背景:虚拟现实技术在各个领域的应用日益增多;然而,交互技术和视觉内容的改变能否减轻暴露于虚拟环境后可能出现的步态障碍,目前仍不清楚:方法:30 名健康成年人佩戴头戴式显示器,使用不同的导航控制(游戏手柄、头戴式、自然)和视场模式(全视场、限视场)完成 6 次每次 12 分钟的跑步和射击任务。在接触虚拟电子设备之前和之后,分别进行了前进和后退行走任务。使用调查问卷评估了晕机程度和存在感,同时还评估了会话期间的任务表现。计算了每项行走任务的时空步态测量值及其变异性:结果:与使用游戏手柄相比,参与者在使用头部控制和自然控制时的晕机感较轻。与身体动作相匹配的自然控制与最高的临场感和最佳表现相关。在暴露后的前行任务中,使用游戏手柄进行虚拟环境导航会降低步频,增加步幅时间。当虚拟环境通过限制视野模式呈现时,在暴露虚拟环境后的后向行走任务中观察到步态变异增加:结论:基于身体运动的导航控制可以减轻晕机症状。我们观察到两种行走任务中的步态适应性,这受到导航控制方法和视场模式的影响:应用:这项研究首次证明了接触虚拟现实设备后,在平衡要求较高的任务中步态的适应性,这对设计虚拟现实交互指南很有价值。
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来源期刊
Human Factors
Human Factors 管理科学-行为科学
CiteScore
10.60
自引率
6.10%
发文量
99
审稿时长
6-12 weeks
期刊介绍: Human Factors: The Journal of the Human Factors and Ergonomics Society publishes peer-reviewed scientific studies in human factors/ergonomics that present theoretical and practical advances concerning the relationship between people and technologies, tools, environments, and systems. Papers published in Human Factors leverage fundamental knowledge of human capabilities and limitations – and the basic understanding of cognitive, physical, behavioral, physiological, social, developmental, affective, and motivational aspects of human performance – to yield design principles; enhance training, selection, and communication; and ultimately improve human-system interfaces and sociotechnical systems that lead to safer and more effective outcomes.
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