The Effect of Motion Direction and Eccentricity on Vection, VR Sickness and Head Movements in Virtual Reality.

IF 1.8 4区 心理学 Q3 BIOPHYSICS Multisensory Research Pub Date : 2021-04-20 DOI:10.1163/22134808-bja10049
Katharina Margareta Theresa Pöhlmann, Julia Föcker, Patrick Dickinson, Adrian Parke, Louise O'Hare
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Abstract

Virtual Reality (VR) experienced through head-mounted displays often leads to vection, discomfort and sway in the user. This study investigated the effect of motion direction and eccentricity on these three phenomena using optic flow patterns displayed using the Valve Index. Visual motion stimuli were presented in the centre, periphery or far periphery and moved either in depth (back and forth) or laterally (left and right). Overall vection was stronger for motion in depth compared to lateral motion. Additionally, eccentricity primarily affected stimuli moving in depth with stronger vection for more peripherally presented motion patterns compared to more central ones. Motion direction affected the various aspects of VR sickness differently and modulated the effect of eccentricity on VR sickness. For stimuli moving in depth far peripheral presentation caused more discomfort, whereas for lateral motion the central stimuli caused more discomfort. Stimuli moving in depth led to more head movements in the anterior-posterior direction when the entire visual field was stimulated. Observers demonstrated more head movements in the anterior-posterior direction compared to the medio-lateral direction throughout the entire experiment independent of motion direction or eccentricity of the presented moving stimulus. Head movements were elicited on the same plane as the moving stimulus only for stimuli moving in depth covering the entire visual field. A correlation showed a positive relationship between dizziness and vection duration and between general discomfort and sway. Identifying where in the visual field motion presented to an individual causes the least amount of VR sickness without losing vection and presence can guide development for Virtual Reality games, training and treatment programmes.

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运动方向和偏心率对虚拟现实中的视觉、VR 晕眩和头部运动的影响。
通过头戴式显示器体验虚拟现实(VR)往往会导致用户产生视觉偏差、不适和摇摆。本研究利用阀门指数(Valve Index)显示的光流模式,研究了运动方向和偏心率对这三种现象的影响。视觉运动刺激出现在中心、外围或远端,并在深度(前后)或横向(左右)移动。与横向运动相比,深度运动的总体牵引力更强。此外,偏心率主要影响深度运动的刺激,与更集中的刺激相比,更外围的运动模式具有更强的吸引力。运动方向对 VR 恶心各方面的影响各不相同,并调节了偏心率对 VR 恶心的影响。对于向纵深移动的刺激物,远处呈现的刺激物会引起更多不适,而对于横向运动的刺激物,中央呈现的刺激物会引起更多不适。当整个视野都受到刺激时,深度移动的刺激物会导致更多的前后方向的头部运动。在整个实验过程中,观察者表现出的前后方向的头部运动多于内外侧方向,与运动方向或运动刺激物的偏心率无关。只有当移动刺激物的深度覆盖整个视野时,才会在移动刺激物的同一平面上引起头部运动。相关研究表明,头晕与视线移动持续时间之间以及全身不适与摇摆之间存在正相关关系。在不失去视线和临场感的情况下,确定运动在个人视野中的哪个位置引起的 VR 晕眩最小,可以为虚拟现实游戏、培训和治疗方案的开发提供指导。
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来源期刊
Multisensory Research
Multisensory Research BIOPHYSICS-PSYCHOLOGY
CiteScore
3.50
自引率
12.50%
发文量
15
期刊介绍: Multisensory Research is an interdisciplinary archival journal covering all aspects of multisensory processing including the control of action, cognition and attention. Research using any approach to increase our understanding of multisensory perceptual, behavioural, neural and computational mechanisms is encouraged. Empirical, neurophysiological, psychophysical, brain imaging, clinical, developmental, mathematical and computational analyses are welcome. Research will also be considered covering multisensory applications such as sensory substitution, crossmodal methods for delivering sensory information or multisensory approaches to robotics and engineering. Short communications and technical notes that draw attention to new developments will be included, as will reviews and commentaries on current issues. Special issues dealing with specific topics will be announced from time to time. Multisensory Research is a continuation of Seeing and Perceiving, and of Spatial Vision.
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