研究颈部肌肉振动对虚拟现实中虚幻自我运动的影响

IF 4.4 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Virtual Reality Pub Date : 2024-03-15 DOI:10.1007/s10055-024-00951-y
Lars Kooijman, Houshyar Asadi, Camilo Gonzalez Arango, Shady Mohamed, Saeid Nahavandi
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引用次数: 0

摘要

自我运动的虚幻体验被称为 "牵引",是一种与自我运动过程相关的多感官现象。一些研究表明,颈部肌肉振动可以改善自我运动参数估计,但对牵引力的影响仍然未知。此外,很少有研究同时测量晕机(CS)、临场感和牵引力,结果也相互矛盾。研究假设:1)颈部振动会增强牵引力和临场感;2)CS 与临场感和牵引力呈负相关,而临场感和牵引力呈正相关。32 名受试者在视觉和听觉上都沉浸在虚拟现实飞行模拟器中,颈部肌肉偶尔会受到振动。通过按下按钮来报告振动的开始和持续时间。飞行结束后,对转弯角度进行估计,并对振动的质量、存在和CS进行评分。结果表明,振动对转角估计误差没有影响,但对脉动质量有中等程度的积极影响。存在感和脉动质量呈正相关,而 CS 与存在感或脉动之间没有发现很强的关联。由此得出结论,颈部振动可能会增强牵引力和临场感,但目前的研究还不清楚这是由于本体感觉还是触觉刺激所致。
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Investigating the influence of neck muscle vibration on illusory self-motion in virtual reality

The illusory experience of self-motion known as vection, is a multisensory phenomenon relevant to self-motion processes. While some studies have shown that neck muscle vibrations can improve self-motion parameter estimation, the influence on vection remains unknown. Further, few studies measured cybersickness (CS), presence, and vection concurrently and have shown conflicting results. It was hypothesized that 1) neck vibrations would enhance vection and presence, and 2) CS to negatively relate to presence and vection, whereas presence and vection to positively relate to one another. Thirty-two participants were visually and audibly immersed in a virtual reality flight simulator and occasional neck muscle vibrations were presented. Vection onset and duration were reported through button presses. Turning angle estimations and ratings of vection quality, presence, and CS were obtained after completion of the flights. Results showed no influence of vibrations on turning angle estimation errors, but a medium positive effect of vibrations on vection quality was found. Presence and vection quality were positively related, and no strong association between CS and presence or vection was found. It is concluded that neck vibrations may enhance vection and presence, however, from the current study it is unclear whether this is due to proprioceptive or tactile stimulation.

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来源期刊
Virtual Reality
Virtual Reality COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS-COMPUTER SCIENCE, SOFTWARE ENGINEERING
CiteScore
8.30
自引率
14.30%
发文量
95
审稿时长
>12 weeks
期刊介绍: The journal, established in 1995, publishes original research in Virtual Reality, Augmented and Mixed Reality that shapes and informs the community. The multidisciplinary nature of the field means that submissions are welcomed on a wide range of topics including, but not limited to: Original research studies of Virtual Reality, Augmented Reality, Mixed Reality and real-time visualization applications Development and evaluation of systems, tools, techniques and software that advance the field, including: Display technologies, including Head Mounted Displays, simulators and immersive displays Haptic technologies, including novel devices, interaction and rendering Interaction management, including gesture control, eye gaze, biosensors and wearables Tracking technologies VR/AR/MR in medicine, including training, surgical simulation, rehabilitation, and tissue/organ modelling. Impactful and original applications and studies of VR/AR/MR’s utility in areas such as manufacturing, business, telecommunications, arts, education, design, entertainment and defence Research demonstrating new techniques and approaches to designing, building and evaluating virtual and augmented reality systems Original research studies assessing the social, ethical, data or legal aspects of VR/AR/MR.
期刊最新文献
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