牵引类型和姿势不稳对晕机的影响

IF 4.4 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Virtual Reality Pub Date : 2024-03-22 DOI:10.1007/s10055-024-00969-2
Joel Teixeira, Sebastien Miellet, Stephen Palmisano
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引用次数: 0

摘要

本研究首次在商业 VR 游戏中使用头戴式显示器(HMD)直接比较了虚拟现实(VR)中新颖的意外牵引假说和基于姿势不稳定性的晕机解释。共有 40 名参与者(19 名男性和 21 名女性)玩了长达 14 分钟的 HMD-VR 游戏(Aircar),或直到他们第一次体验到晕机为止。根据他们的自我报告,其中 24 名参与者在实验期间被归类为 "生病",其余则被归类为 "健康"。我们发现以下情况与 "意外向量 "假设相一致:(1) "生病 "的参与者更有可能报告出乎意料的牵引(即与他们预期不同的自我运动体验),(2)生病的严重程度会随着任何出乎意料的(而非预期的)牵引的强度而增加(呈指数增长)。我们的研究结果还支持姿势不稳定性理论的预测,即在晕机开始之前,参与者的姿势不稳定性通常会增加。然而,如果将摇摆和牵引这两种测量方法结合起来,就会发现只有意外牵引能显著预测晕机的发生。这些发现强调了不寻常的牵引体验和姿势不稳定性对理解晕机的重要性。不过,这些研究表明,开发人员应该能够利用预期的牵引体验来安全地增强 HMD-VR 的功能。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

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Effects of vection type and postural instability on cybersickness

This study directly compared the novel unexpected vection hypothesis and postural instability-based explanations of cybersickness in virtual reality (VR) using head-mounted displays (HMD) for the first time within a commercial VR game. A total of 40 participants (19 males and 21 females) played an HMD-VR game (Aircar) for up to 14 min, or until their first experience of cybersickness. Based on their self-reports, 24 of these participants were classified as being ‘sick’ during the experiment, with the remainder being classified as ‘well’. Consistent with the unexpected vection hypothesis, we found that: (1) ‘sick’ participants were significantly more likely to report unexpected vection (i.e., an experience of self-motion that was different to what they had been expecting), and (2) sickness severity increased (exponentially) with the strength of any unexpected (but not expected) vection. Our results also supported the predictions of postural instability theory, finding that the onset of cybersickness was typically preceded by an increase in participants’ postural instability. However, when both sway and vection measures were combined, only unexpected vection was found to significantly predict the occurrence of sickness. These findings highlight the importance of unusual vection experiences and postural instability in understanding cybersickness. However, they suggest that developers should be able to make use of expected experiences of vection to safely enhance HMD-VR.

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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
Virtual reality: towards a better prediction of full body illusion — a mediation model for healthy young women Publisher Correction: Cybersickness with passenger VR in the aircraft: influence of turbulence and VR content Using in situ research-based design to explore learning module effectiveness and usability in a virtual reality system for workforce training The use of CNNs in VR/AR/MR/XR: a systematic literature review Exploring the user’s gaze during product evaluation through the semantic differential: a comparison between virtual reality and photorealistic images
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