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Multisensory integration and the experience of scene instability, presence and cybersickness in virtual environments
Computers in Human Behavior ( IF 9.0 ) Pub Date : 2020-12-01 , DOI: 10.1016/j.chb.2020.106484
Juno Kim , Wilson Luu , Stephen Palmisano

Abstract Multisensory integration is critical for supporting human spatial perception as we move around our environment. In this study, we used a modern head-mounted display (HMD) as a tool for studying the effects of visual-vestibular conflict on human spatial perception, feelings of presence and cybersickness in virtual reality (VR). Thirty participants were recruited and exposed to different levels of sensory conflict as they moved their heads in pitch. This sensory conflict was generated by artificially delaying updates to the visual representations of their virtual environment. On each trial we measured our participants': 1) perceived scene instability using an angular gauge figure task; 2) spatial presence using a subjective rating scale, and 3) cybersickness severity using the fast motion sickness (FMS) scale. As display lag was increased, perceived scene instability and cybersickness were both found to increase, whereas reported presence decreased. Importantly, the difference in the participant's virtual and physical head orientation (DVP) for the trial was also found to predict reported scene instability and cybersickness. Faster head rotations (at 1.0 Hz compared with 0.5 Hz) amplified both of these adverse effects (presumably due to the increase in DVP). These findings are consistent with the view that measurable low-level visual-vestibular conflicts can account for the cybersickness experienced during HMD VR.

中文翻译:

多感官整合和虚拟环境中场景不稳定、存在和网络病的体验

摘要 当我们在环境中移动时,多感官整合对于支持人类空间感知至关重要。在这项研究中,我们使用现代头戴式显示器 (HMD) 作为工具来研究视觉-前庭冲突对虚拟现实 (VR) 中人类空间感知、存在感和网络病的影响。招募了 30 名参与者,当他们在音调中移动头部时,他们会接触到不同程度的感官冲突。这种感官冲突是通过人为延迟更新虚拟环境的视觉表现而产生的。在每次试验中,我们测量了参与者的:1) 使用角规图形任务感知的场景不稳定性;2) 使用主观评分量表的空间存在,以及 3) 使用快速晕动病 (FMS) 量表的网络病严重程度。随着显示延迟的增加,感知到的场景不稳定和网络病都增加了,而报告的存在减少了。重要的是,还发现参与者在试验中的虚拟和物理头部方向 (DVP) 的差异可以预测报告的场景不稳定和网络病。更快的头部旋转(1.0 Hz 与 0.5 Hz 相比)放大了这两种不利影响(可能是由于 DVP 增加)。这些发现与以下观点一致,即可测量的低级视觉-前庭冲突可以解释 HMD VR 期间经历的网络病。还发现用于试验的虚拟和物理头部方向 (DVP) 可以预测报告的场景不稳定和网络病。更快的头部旋转(1.0 Hz 与 0.5 Hz 相比)放大了这两种不利影响(可能是由于 DVP 增加)。这些发现与以下观点一致,即可测量的低级视觉-前庭冲突可以解释 HMD VR 期间经历的网络病。还发现用于试验的虚拟和物理头部方向 (DVP) 可以预测报告的场景不稳定和网络病。更快的头部旋转(1.0 Hz 与 0.5 Hz 相比)放大了这两种不利影响(可能是由于 DVP 增加)。这些发现与以下观点一致,即可测量的低级视觉-前庭冲突可以解释 HMD VR 期间经历的网络病。
更新日期:2020-12-01
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