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Cybersickness as the virtual reality sickness questionnaire (VRSQ) measures it!? –an environment-specific revision of the VRSQ 虚拟现实病症问卷(VRSQ)测量的网络病症!?-虚拟现实病症调查表》的环境修订版
Q2 Computer Science Pub Date : 2023-12-06 DOI: 10.3389/frvir.2023.1291078
Judith Josupeit
Background: Virtual Reality (VR) does not only include the use of stereoscopic images, but also possibilities for an interaction with and participation in a computer-generated environment. However, laboratory studies primarily focus on the first part of the definition only. In this context, comparing results from different VR applications with diverging goals becomes difficult. This is especially true in the field of cybersickness research (visually induced motion sickness in VR), as self-report symptom questionnaires are used. The prominent Simulator Sickness Questionnaire (SSQ) is criticized for the lack of specificity, the double factorial loadings, the outdatedness, and the unrepresentative sample. VR-specific revisions like the Virtual Reality Sickness Questionnaire (VRSQ) address these criticisms but lack generalizability.Methods: The current paper uses a Confirmatory Factor Analysis of the VRSQ with data from three different VR environments and a sample size of N = 244. The environments had different setups, visual complexities, and interaction possibilities. These characteristics influenced the factorial structure of the VRSQ as a moderator. Furthermore, to control for VR-unrelated effects Baseline ratings were taken into account.Results: The Confirmatory Factor Analysis indicated a moderate fit for the global model, but a misspecification for two of the three environments. Only the environment similar to the original VRSQ paper converged with the model.Conclusions: In conclusion, a detailed description of the VR environment is required in scientific method reports. Focusing on VR accessibility for physically impaired in addition to healthy subjects, an added Baseline measurement can address the discriminant validity. Until generalizable VR-specific revisions of the SSQ are validated, the paper suggests using the Δ-SSQ in aggregated raw format.
背景:虚拟现实(VR)不仅包括使用立体图像,还包括与计算机生成的环境进行交互和参与的可能性。然而,实验室研究主要集中在定义的第一部分。在这种情况下,比较不同目标的不同VR应用的结果变得困难。在晕动病研究领域尤其如此(虚拟现实中的视觉晕车),因为使用了自我报告症状问卷。著名的模拟病问卷(SSQ)因缺乏特异性、双因子负荷、过时和样本不具代表性而受到批评。虚拟现实疾病调查问卷(VRSQ)等针对虚拟现实的修订解决了这些批评,但缺乏普遍性。方法:本文采用三种不同虚拟现实环境的数据,样本量N = 244,对VRSQ进行验证性因子分析。环境有不同的设置、视觉复杂性和交互可能性。这些特征对VRSQ的因子结构有调节作用。此外,为了控制与vr无关的影响,基线评分被考虑在内。结果:验证性因素分析表明适度适合全球模型,但对三个环境中的两个存在错误规范。只有与原VRSQ论文相似的环境才与模型收敛。结论:总之,科学方法报告中需要对VR环境进行详细的描述。在健康受试者的基础上,增加基线测量可以解决区别效度问题。在SSQ的可推广的vr特定修订得到验证之前,本文建议使用聚合原始格式的Δ-SSQ。
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引用次数: 0
Impact of motion cues, color, and luminance on depth perception in optical see-through AR displays 运动线索、颜色和亮度对光学透视 AR 显示器深度知觉的影响
Q2 Computer Science Pub Date : 2023-12-06 DOI: 10.3389/frvir.2023.1243956
Omeed Ashtiani, Hung-Jui Guo, Balakrishnan Prabhakaran
Introduction: Augmented Reality (AR) systems are systems in which users view and interact with virtual objects overlaying the real world. AR systems are used across a variety of disciplines, i.e., games, medicine, and education to name a few. Optical See-Through (OST) AR displays allow users to perceive the real world directly by combining computer-generated imagery overlaying the real world. While perception of depth and visibility of objects is a widely studied field, we wanted to observe how color, luminance, and movement of an object interacted with each other as well as external luminance in OST AR devices. Little research has been done regarding the issues around the effect of virtual objects’ parameters on depth perception, external lighting, and the effect of an object’s mobility on this depth perception.Methods: We aim to perform an analysis of the effects of motion cues, color, and luminance on depth estimation of AR objects overlaying the real world with OST displays. We perform two experiments, differing in environmental lighting conditions (287 lux and 156 lux), and analyze the effects and differences on depth and speed perceptions.Results: We have found that while stationary objects follow previous research with regards to depth perception, motion and both object and environmental luminance play a factor in this perception.Discussion: These results will be significantly useful for developers to account for depth estimation issues that may arise in AR environments. Awareness of the different effects of speed and environmental illuminance on depth perception can be utilized when performing AR or MR applications where precision matters.
简介:增强现实(AR)系统是用户查看覆盖在现实世界上的虚拟物体并与之交互的系统。AR系统用于各种学科,即游戏,医学和教育等等。光学透视(OST) AR显示器通过结合计算机生成的图像覆盖真实世界,使用户可以直接感知真实世界。虽然物体的深度和可见性感知是一个被广泛研究的领域,但我们想要观察物体的颜色、亮度和运动如何相互作用,以及OST AR设备中的外部亮度。关于虚拟物体参数对深度感知的影响、外部照明以及物体的移动性对深度感知的影响等问题的研究很少。方法:我们的目标是分析运动线索、颜色和亮度对用OST显示器覆盖真实世界的AR对象的深度估计的影响。我们在不同的环境光照条件下(287勒克斯和156勒克斯)进行了两个实验,并分析了深度和速度感知的影响和差异。结果:我们发现,虽然静止物体在深度感知方面遵循了之前的研究,但运动、物体和环境亮度都是影响这种感知的因素。讨论:这些结果对于开发人员解释AR环境中可能出现的深度估计问题非常有用。在执行精度重要的AR或MR应用时,可以利用速度和环境光照对深度感知的不同影响的意识。
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引用次数: 0
Virtual monitors vs. physical monitors: an empirical comparison for productivity work 虚拟显示器与实体显示器:生产力工作的经验比较
Q2 Computer Science Pub Date : 2023-12-05 DOI: 10.3389/frvir.2023.1215820
Leonardo Pavanatto, Shakiba Davari, Carmen Badea, Richard Stoakley, Doug A. Bowman
Virtual monitors can display information through a head-worn display when a physical monitor is unavailable or provides insufficient space. Low resolution and restricted field of view are common issues of these displays. Such issues reduce readability and peripheral vision, leading to increased head movement when we increase the display size. This work evaluates the performance and user experience of a virtual monitor setup that combines software designed to minimize graphical transformations and a high-resolution virtual reality head-worn display. Participants performed productivity work across three approaches: Workstation, which is often used at office locations and consists of three side-by-side physical monitors; Laptop, which is often used in mobile locations and consists of a single physical monitor expanded with multiple desktops; and Virtual, our prototype with three side-by-side virtual monitors. Results show that participants deemed Virtual faster, easier to use, and more intuitive than Laptop, evidencing the advantages of head and eye glances over full content switches. They also confirm the existence of a gap between Workstation and Virtual, as Workstation achieved the highest user experience. We conclude with design guidelines obtained from the lessons learned in this study.
当物理显示器不可用或空间不足时,虚拟显示器可以通过头戴式显示器显示信息。低分辨率和受限的视野是这些显示器的常见问题。这些问题降低了可读性和周边视觉,当我们增加显示尺寸时,导致头部运动增加。这项工作评估了虚拟监视器设置的性能和用户体验,该设置结合了旨在最大限度地减少图形转换的软件和高分辨率虚拟现实头戴式显示器。参与者通过三种方式进行生产力工作:工作站,通常在办公地点使用,由三个并排的物理监视器组成;笔记本电脑,通常在移动地点使用,由单个物理监视器扩展为多台台式机组成;和Virtual,我们的原型有三个并排的虚拟显示器。结果显示,参与者认为虚拟电脑比笔记本电脑更快、更容易使用、更直观,这证明了头部和眼睛浏览比完整内容切换的优势。它们也证实了工作站和虚拟之间存在差距,因为工作站实现了最高的用户体验。我们总结了从本研究中吸取的经验教训得出的设计指南。
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引用次数: 0
The sense of embodiment in Virtual Reality and its assessment methods 虚拟现实中的体现感及其评估方法
Q2 Computer Science Pub Date : 2023-12-05 DOI: 10.3389/frvir.2023.1141683
Martin Guy, Jean-Marie Normand, Camille Jeunet-Kelway, Guillaume Moreau
The sense of embodiment refers to the sensations of being inside, having, and controlling a body. In virtual reality, it is possible to substitute a person’s body with a virtual body, referred to as an avatar. Modulations of the sense of embodiment through modifications of this avatar have perceptual and behavioural consequences on users that can influence the way users interact with the virtual environment. Therefore, it is essential to define metrics that enable a reliable assessment of the sense of embodiment in virtual reality to better understand its dimensions, the way they interact, and their influence on the quality of interaction in the virtual environment. In this review, we first introduce the current knowledge on the sense of embodiment, its dimensions (senses of agency, body ownership, and self-location), and how they relate the ones with the others. Then, we dive into the different methods currently used to assess the sense of embodiment, ranging from questionnaires to neurophysiological measures. We provide a critical analysis of the existing metrics, discussing their advantages and drawbacks in the context of virtual reality. Notably, we argue that real-time measures of embodiment, which are also specific and do not require double tasking, are the most relevant in the context of virtual reality. Electroencephalography seems a good candidate for the future if its drawbacks (such as its sensitivity to movement and practicality) are improved. While the perfect metric has yet to be identified if it exists, this work provides clues on which metric to choose depending on the context, which should hopefully contribute to better assessing and understanding the sense of embodiment in virtual reality.
化身感指的是在身体内部、拥有和控制身体的感觉。在虚拟现实中,可以用一个虚拟的身体来代替一个人的身体,这个虚拟的身体被称为化身。通过修改化身来调节化身感会对用户产生感知和行为后果,从而影响用户与虚拟环境交互的方式。因此,必须定义能够可靠评估虚拟现实中体现感的指标,以更好地理解其维度、它们相互作用的方式以及它们对虚拟环境中交互质量的影响。在这篇综述中,我们首先介绍了目前关于化身感的知识,它的维度(代理感、身体所有权感和自我定位感),以及它们是如何相互联系的。然后,我们深入研究了目前用于评估体现感的不同方法,从问卷调查到神经生理学测量。我们对现有指标进行了批判性分析,讨论了它们在虚拟现实环境中的优点和缺点。值得注意的是,我们认为体现的实时测量,这也是具体的,不需要双重任务,是在虚拟现实的背景下最相关的。如果脑电图的缺点(如对运动的敏感性和实用性)得到改善,它似乎是未来的一个很好的选择。虽然完美的度量标准是否存在还有待确定,但这项工作提供了根据上下文选择哪个度量标准的线索,这应该有助于更好地评估和理解虚拟现实中的体现感。
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引用次数: 0
RealTHASC—a cyber-physical XR testbed for AI-supported real-time human autonomous systems collaborations RealTHASC - 用于人工智能支持的实时人类自主系统协作的网络物理 XR 试验台
Q2 Computer Science Pub Date : 2023-12-04 DOI: 10.3389/frvir.2023.1210211
Andre Paradise, S. Surve, Jovan C. Menezes, Madhav Gupta, Vaibhav Bisht, Kyung Rak Jang, Cong Liu, Suming Qiu, Junyi Dong, Jane Shin, Silvia Ferrari
Today’s research on human-robot teaming requires the ability to test artificial intelligence (AI) algorithms for perception and decision-making in complex real-world environments. Field experiments, also referred to as experiments “in the wild,” do not provide the level of detailed ground truth necessary for thorough performance comparisons and validation. Experiments on pre-recorded real-world data sets are also significantly limited in their usefulness because they do not allow researchers to test the effectiveness of active robot perception and control or decision strategies in the loop. Additionally, research on large human-robot teams requires tests and experiments that are too costly even for the industry and may result in considerable time losses when experiments go awry. The novel Real-Time Human Autonomous Systems Collaborations (RealTHASC) facility at Cornell University interfaces real and virtual robots and humans with photorealistic simulated environments by implementing new concepts for the seamless integration of wearable sensors, motion capture, physics-based simulations, robot hardware and virtual reality (VR). The result is an extended reality (XR) testbed by which real robots and humans in the laboratory are able to experience virtual worlds, inclusive of virtual agents, through real-time visual feedback and interaction. VR body tracking by DeepMotion is employed in conjunction with the OptiTrack motion capture system to transfer every human subject and robot in the real physical laboratory space into a synthetic virtual environment, thereby constructing corresponding human/robot avatars that not only mimic the behaviors of the real agents but also experience the virtual world through virtual sensors and transmit the sensor data back to the real human/robot agent, all in real time. New cross-domain synthetic environments are created in RealTHASC using Unreal Engine™, bridging the simulation-to-reality gap and allowing for the inclusion of underwater/ground/aerial autonomous vehicles, each equipped with a multi-modal sensor suite. The experimental capabilities offered by RealTHASC are demonstrated through three case studies showcasing mixed real/virtual human/robot interactions in diverse domains, leveraging and complementing the benefits of experimentation in simulation and in the real world.
当今对人机团队的研究需要能够测试人工智能(AI)算法,以便在复杂的现实环境中进行感知和决策。现场实验,也被称为“野外实验”,不能提供彻底的性能比较和验证所必需的详细的基础事实水平。在预先记录的真实世界数据集上进行的实验在其有用性方面也受到很大限制,因为它们不允许研究人员测试主动机器人感知和控制或决策策略在回路中的有效性。此外,对大型人机团队的研究需要进行测试和实验,即使对工业界来说,这也太昂贵了,而且当实验出错时,可能会导致相当大的时间损失。康奈尔大学的新型实时人类自主系统协作(RealTHASC)设施通过实现可穿戴传感器、运动捕捉、基于物理的模拟、机器人硬件和虚拟现实(VR)无缝集成的新概念,将真实和虚拟的机器人和人类与逼真的模拟环境连接起来。其结果是一个扩展现实(XR)测试平台,通过该平台,实验室中的真实机器人和人类能够通过实时视觉反馈和交互体验虚拟世界,包括虚拟代理。DeepMotion的VR身体跟踪与OptiTrack动作捕捉系统相结合,将真实物理实验室空间中的每一个人类受试者和机器人转移到一个合成的虚拟环境中,从而构建相应的人/机器人化身,这些人/机器人化身不仅模仿真实代理的行为,而且通过虚拟传感器体验虚拟世界,并将传感器数据实时传回真实的人/机器人代理。RealTHASC使用虚幻引擎™创建了新的跨域合成环境,弥合了模拟到现实的差距,并允许包含水下/地面/空中自动驾驶车辆,每个车辆都配备了多模态传感器套件。RealTHASC提供的实验能力通过三个案例研究进行了演示,展示了不同领域的混合真实/虚拟人/机器人交互,利用和补充了模拟和现实世界中实验的好处。
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引用次数: 0
Autism-related traits are related to effectiveness of immersive visual guidance on spatial cognitive ability: a pilot study 自闭症相关特征与沉浸式视觉引导对空间认知能力的影响有关:一项试点研究
Q2 Computer Science Pub Date : 2023-11-30 DOI: 10.3389/frvir.2023.1291516
Yuki Harada, Makoto Wada
A head-mounted display could potentially restrict users’ visual fields and thereby impair their spatial cognitive ability. Spatial cognition can be assisted with immersive visual guidance. However, whether this technique is useful for individuals with autism-spectrum disorder (ASD) remains unclear. Given the recent virtual reality (VR) contents targeting individuals with ASD, the relationship between ASD-related traits and the effectiveness of immersive visual guidance should be clarified. This pilot study evaluated how ASD-related traits (autistic traits and empathizing–systemizing cognitive styles) among typically developing individuals are related to the effectiveness of visual guidance. Participants performed visual search and spatial localization tasks while using immersive visual guidance. In the visual search task, participants searched immersive VR environments for a target object and pushed a button according to the target color as quickly as possible. In the localization task, they viewed immersive visual guidance for a short duration and localized the guided direction via a controller. Results showed that visual search times were hastened with systemizing cognition. However, ASD-related traits were not significantly related to localization accuracy. These findings suggest that immersive visual guidance is generally useful for individuals with higher ASD-related traits.
头戴式显示器可能会限制用户的视野,从而损害他们的空间认知能力。身临其境的视觉引导可以辅助空间认知。然而,这种技术对自闭症谱系障碍(ASD)患者是否有用仍不清楚。鉴于最近出现了针对自闭症谱系障碍患者的虚拟现实(VR)内容,与自闭症谱系障碍相关的特征与沉浸式视觉引导的有效性之间的关系应该得到澄清。这项试验性研究评估了典型发育个体的 ASD 相关特征(自闭症特征和移情-系统化认知风格)与视觉引导效果之间的关系。参与者在使用沉浸式视觉引导时执行了视觉搜索和空间定位任务。在视觉搜索任务中,受试者在身临其境的 VR 环境中寻找目标物体,并根据目标物体的颜色尽快按下按钮。在定位任务中,他们在短时间内观看沉浸式视觉引导,并通过控制器定位引导方向。结果显示,系统化认知加快了视觉搜索时间。然而,ASD相关特征与定位准确性无明显关系。这些研究结果表明,沉浸式视觉引导对具有较高自闭症相关特质的个体普遍有用。
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引用次数: 0
Older adults exhibit declines in instrumental activities of daily living during a virtual grocery shopping task 老年人在虚拟杂货购物任务中表现出日常生活工具性活动能力的下降
Q2 Computer Science Pub Date : 2023-11-29 DOI: 10.3389/frvir.2023.1261096
Morgan McGrath Lewis, Colin Waltz, Kathryn Scelina, Logan Scelina, Kelsey Owen, Karissa Hastilow, Mandy Miller Koop, A. Rosenfeldt, Jay L Alberts
Introduction: The successful performance of instrumental activities of daily living (IADLs) is critical in maintaining independence for older adults. Traditional IADL questionnaires and performance-based assessments are time consuming, potentially unreliable, and fail to adequately consider the interplay between cognitive and motor performance in completing IADLs. The Cleveland Clinic Virtual Reality Shopping (CC-VRS) platform was developed to objectively quantify IADL performance through the characterization of cognitive, motor, and cognitive-motor function. The CC-VRS combines an immersive virtual grocery store with an omnidirectional treadmill to create a scenario in which the user physically navigates through a virtual environment. The primary aim of this project was to determine the known-group validity of the CC-VRS platform to characterize IADL performance in healthy older adults and young adults.Methods: Twenty healthy young (n = 10) and older (n = 10) adults completed the Basic and Complex CC-VRS scenarios. Position data from VR trackers on the hands, waist, and feet were used to quantify motor performance. Cognitive and dual-task performance were automatically calculated by the application during specific shopping sub-tasks.Results: Older adults exhibited significantly worse performance on multiple cognitive, motor, and dual-task outcomes of the CC-VRS (e. g., average walking speed, number of list activations, and stopping frequency).Discussion: The CC-VRS successfully discriminated IADL performance between young and healthy older adults. The complex realistic environment of the CC-VRS, combined with simultaneous evaluation of motor and cognitive performance, has the potential to more accurately characterize IADL performance by identifying subtle functional deficits that may precede neurological disease.
简介成功完成工具性日常生活活动(IADLs)对于保持老年人的独立性至关重要。传统的 IADL 问卷调查和基于表现的评估耗时长、可能不可靠,而且未能充分考虑完成 IADL 时认知和运动表现之间的相互作用。克利夫兰诊所虚拟现实购物(CC-VRS)平台的开发目的是通过认知、运动和认知运动功能的表征来客观量化 IADL 的表现。CC-VRS 将沉浸式虚拟杂货店与全向跑步机相结合,创造出用户在虚拟环境中进行物理导航的场景。本项目的主要目的是确定 CC-VRS 平台的已知组有效性,以描述健康老年人和年轻人的 IADL 表现:方法:20 名健康的年轻人(n = 10)和老年人(n = 10)完成了基本和复杂 CC-VRS 场景。来自手部、腰部和脚部 VR 追踪器的位置数据被用来量化运动表现。在具体的购物子任务中,应用程序会自动计算认知和双重任务的表现:结果:老年人在 CC-VRS 的多个认知、运动和双任务结果(如平均步行速度、列表激活次数和停止频率)上的表现明显较差:讨论:CC-VRS 成功区分了年轻人和健康老年人的 IADL 表现。CC-VRS复杂逼真的环境与同时评估运动和认知能力相结合,有可能通过识别神经系统疾病之前可能存在的细微功能障碍,更准确地描述IADL表现。
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引用次数: 0
Haptic feedback in a virtual crowd scenario improves the emotional response 虚拟人群场景中的触觉反馈改善了情绪反应
Q2 Computer Science Pub Date : 2023-11-28 DOI: 10.3389/frvir.2023.1242587
R. K. Venkatesan, Domna Banakou, Mel Slater, Manivannan M.
Research has shown that incorporating haptics into virtual environments can increase sensory fidelity and provide powerful and immersive experiences. However, current studies on haptics in virtual interactions primarily focus on one-on-one scenarios, while kinesthetic haptic interactions in large virtual gatherings are underexplored. This study aims to investigate the impact of kinesthetic haptics on eliciting emotional responses within crowded virtual reality (VR) scenarios. Specifically, we examine the influence of type or quality of the haptic feedback on the perception of positive and negative emotions. We designed and developed different combinations of tactile and torque feedback devices and evaluated their effects on emotional responses. To achieve this, we explored different combinations of haptic feedback devices, including “No Haptic,” “Tactile Stimulus” delivering tactile cues, and “Haptic Stimulus” delivering tactile and torque cues, in combination with two immersive 360-degree video crowd scenarios, namely, “Casual Crowd” and “Aggressive Crowd.” The results suggest that varying the type or quality of haptic feedback can evoke different emotional responses in crowded VR scenarios. Participants reported increased levels of nervousness with Haptic Stimulus in both virtual scenarios, while both Tactile Stimulus and Haptic Stimulus were negatively associated with pleasantness and comfort during the interaction. Additionally, we observed that participants’ sense of touch being real was enhanced in Haptic Stimulus compared to Tactile Stimulus. The “Haptic Stimulus” condition had the most positive influence on participants’ sense of identification with the crowd.
研究表明,将触觉技术融入虚拟环境可以提高感官保真度,并提供强大的沉浸式体验。然而,目前有关虚拟互动中触觉技术的研究主要集中在一对一的场景中,而对大型虚拟聚会中的动觉触觉互动研究还很不够。本研究旨在探讨在拥挤的虚拟现实(VR)场景中,动觉触觉对激发情感反应的影响。具体来说,我们研究了触觉反馈的类型或质量对积极和消极情绪感知的影响。我们设计并开发了不同组合的触觉和扭矩反馈设备,并评估了它们对情绪反应的影响。为此,我们探索了触觉反馈设备的不同组合,包括 "无触觉"、提供触觉提示的 "触觉刺激 "和提供触觉和扭矩提示的 "触觉刺激",并结合两个沉浸式 360 度视频人群场景,即 "休闲人群 "和 "攻击性人群"。研究结果表明,在拥挤的 VR 场景中,不同类型或质量的触觉反馈会引起不同的情绪反应。在这两种虚拟场景中,参与者都表示触觉刺激会增加他们的紧张程度,而触觉刺激和触觉反馈则与交互过程中的愉悦感和舒适感呈负相关。此外,我们还观察到,与触觉刺激相比,触觉刺激增强了参与者的真实触摸感。触觉刺激 "条件对参与者对人群的认同感产生了最积极的影响。
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引用次数: 0
Predicting VR cybersickness and its impact on visuomotor performance using head rotations and field (in)dependence 利用头部旋转和场(不)依赖性预测虚拟现实晕机及其对视觉运动表现的影响
Q2 Computer Science Pub Date : 2023-11-27 DOI: 10.3389/frvir.2023.1307925
A. Maneuvrier, Ngoc-Doan-Trang Nguyen, Patrice Renaud
Introduction: This exploratory study aims to participate in the development of the VR framework by focusing on the issue of cybersickness. The main objective is to explore the possibilities of predicting cybersickness using i) field dependence-independence measures and ii) head rotations data through automatic analyses. The second objective is to assess the impact of cybersickness on visuomotor performance.Methods: 40 participants completed a 13.5-min VR immersion in a first-person shooter game. Head rotations were analyzed in both their spatial (coefficients of variations) and temporal dimensions (detrended fluctuations analyses). Exploratory correlations, linear regressions and clusters comparison (unsupervised machine learning) analyses were performed to explain cybersickness and visuomotor performance. Traditional VR human factors (sense of presence, state of flow, video game experience, age) were also integrated.Results: Results suggest that field dependence-independence measured before exposure to VR explain ¼ of the variance of cybersickness, while the Disorientation scale of the Simulator Sickness Questionnaire predicts 16.3% of the visuomotor performance. In addition, automatic analyses of head rotations during immersion revealed two different clusters of participants, one of them reporting more cybersickness than the other.Discussion: These results are discussed in terms of sensory integration and a diminution of head rotations as an avoidance behavior of negative symptoms. This study suggests that measuring field dependence-independence using the (Virtual) Rod and Frame Test before immersion and tracking head rotations using internal sensors during immersion might serve as powerful tools for VR actors.
引言这项探索性研究旨在参与虚拟现实框架的开发,重点关注晕机问题。主要目的是通过自动分析,探索使用 i) 场依赖性-独立性测量和 ii) 头部旋转数据预测晕机的可能性。第二个目标是评估晕动症对视觉运动表现的影响。方法:40 名参与者在第一人称射击游戏中完成了 13.5 分钟的虚拟现实沉浸。对头部旋转的空间维度(变异系数)和时间维度(去趋势波动分析)进行了分析。对相关性、线性回归和聚类比较(无监督机器学习)进行了探索性分析,以解释晕机和视觉运动表现。传统的 VR 人为因素(临场感、流动状态、视频游戏经验、年龄)也被纳入其中:结果表明,在接触 VR 之前测量的场依赖性(field dependence-independence)可以解释 1/4的晕机变异,而模拟器晕机问卷中的迷失量表可以预测 16.3% 的视觉运动表现。此外,对沉浸期间头部旋转的自动分析表明,有两组不同的参与者,其中一组比另一组报告了更多的晕机症状:讨论:这些结果是从感觉统合和减少头部旋转作为消极症状的回避行为的角度进行讨论的。这项研究表明,在沉浸前使用(虚拟)杆和框架测试测量场依赖性-独立性,以及在沉浸期间使用内部传感器跟踪头部旋转,可以作为 VR 表演者的有力工具。
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引用次数: 0
Examining the difference between 10- and 20-min of immersive virtual reality on symptoms, affect, and central sensitization in people with chronic back pain 研究 10 分钟和 20 分钟的沉浸式虚拟现实对慢性背痛患者的症状、情感和中枢敏感性的影响差异
Q2 Computer Science Pub Date : 2023-11-24 DOI: 10.3389/frvir.2023.1260313
Nancy A. Baker, A. Polhemus, Megan Kenney, Rina Bloch, Nathan Ward, James Intriligator, Robert Edwards
Immersive virtual reality (IVR) is increasingly used as a treatment for chronic pain. In this crossover randomized pilot study, we examined the effect of 10- and 20-min dosages on back pain intensity, affect, and measures of pain sensitization in people with chronic back pain (CBP). Twenty-one people with CBP were seen for two visits of IVR. Participants were randomly assigned to receive either 10- or 20-min of IVR in Visit 1 and the other dosage in Visit 2. Our primary analyses were effect sizes and simple inferential comparisons for pain intensity, affect, fatigue, and measures of pain sensitization assessed using quantitative sensory testing. Overall, IVR had a moderate, significant effect in reducing back pain intensity, negative affect, and painful aftersensations. When dosage was examined, 20-min had a moderate, significant effect on pain while 10-min had a small, non-significant effect, although the between-dosage difference was non-significant. Interestingly, effects were much larger in Visit 1, particularly for 20-min, but this diminished in Visit 2, and both dosages had a smaller effect in Visit 2. We interpret these results to indicate that pain modulation may be associated with novelty and engagement that can attenuate over time if the IVR encounter is not sufficiently engaging. Moreover, that if participants are engaged in a single session, 20-min may be necessary to obtain sufficient competency with IVR, while in subsequent sessions, 10-min of IVR may be sufficient to affect pain.
沉浸式虚拟现实(IVR)越来越多地被用作慢性疼痛的治疗方法。在这项交叉随机试验研究中,我们考察了 10 分钟和 20 分钟剂量对慢性背痛(CBP)患者背痛强度、情感和痛觉敏感度的影响。21 名 CBP 患者接受了两次 IVR 治疗。参与者被随机分配在就诊 1 期接受 10 或 20 分钟的 IVR 治疗,在就诊 2 期接受另一种剂量的治疗。我们的主要分析是疼痛强度、情感、疲劳和使用定量感觉测试评估的痛觉敏感度的效应大小和简单推理比较。总体而言,IVR 在减轻背部疼痛强度、负面情绪和疼痛后感觉方面具有中等程度的显著效果。如果对剂量进行研究,20 分钟对疼痛有中等程度的显著效果,而 10 分钟的效果很小,但剂量之间的差异并不显著。有趣的是,第 1 次就诊时的疗效要大得多,尤其是 20 分钟,但到了第 2 次就诊时,疗效就减弱了,而且在第 2 次就诊时,两种剂量的疗效都较小。我们对这些结果的解释是,疼痛调节可能与新奇感和参与度有关,如果 IVR 体验不够吸引人,这种新奇感和参与度会随着时间的推移而减弱。此外,如果参与者参与了单次治疗,可能需要 20 分钟才能充分胜任 IVR,而在随后的治疗中,10 分钟的 IVR 可能就足以影响疼痛。
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Frontiers in virtual reality
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