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Quantitative measures of the visually evoked sensation of body movement in space (Vection) using Electrovestibulography (EVestG)
Virtual Reality ( IF 4.2 ) Pub Date : 2020-11-26 , DOI: 10.1007/s10055-020-00488-w
Mehrangiz Ashiri , Brian Lithgow , Abdelbaset Suleiman , Behzad Mansouri , Zahra Moussavi

Vection is defined as an illusory self-motion sensation induced in stationary observers that can be experienced in a real/virtual world. Vection, as a result of immersion in virtual reality (VR) environments, can subsequently lead to a sense of inability to maintain postural control and cause cybersickness symptoms. The multisensory integration of visual and vestibular (balance) information plays a vital role in vection. The etiology of vection perception, as well as, the vestibular response change while experiencing vection is poorly understood. This study explores vestibular response change following vection in 20 individuals (10 females, 26.45 ± 4.40 (SD) years). Vection was induced in participants using an immersive VR roller-coaster. The vestibular response was measured simultaneously using a noninvasive method called Electrovestibulography (EVestG). The detected field potentials and the time intervals between the field potentials were extracted from the recorded EVestG signals corresponding to four segments of the VR roller-coaster trajectory namely Stationary, Up movement, Down movement, and slopes and turns (Mix). The results show that the Stationary segment is significantly different (P < 0.05) from other dynamic segments when the average field potential of the right and left ear are subtracted. Furthermore, the Stationary segment shows longer time intervals between field potentials compared to those of the other segments in the right ear. These observations suggest that the combined effect of the visually induced sensation of self-motion together with a concurrent/co-occurring stress/anxiety factor can affect the vestibular activity in an excitatory way. Increased excitatory vestibular activity implies increased feeling of imbalance and more likelihood of experiencing cybersickness by the participants.



中文翻译:

使用电描记法(EVestG)定量测量身体在空间(运动)中视觉诱发的感觉

振动被定义为在静止的观察者中产生的虚幻的自我运动感觉,可以在现实/虚拟世界中体验到。浸泡在虚拟现实(VR)环境中的结果是,随后会导致无法保持姿势控制并引起网络疾病症状。视觉和前庭(平衡)信息的多感官整合在通气中起着至关重要的作用。对通气知觉的病因学以及在经历通气时前庭反应的变化知之甚少。这项研究探讨了20位个体(10位女性,26.45±4.40(SD)岁)运动后前庭反应的变化。使用身临其境的VR过山车在参与者中诱发心动。同时使用称为电心动描记法(EVestG)的非侵入性方法测量前庭反应。从记录的EVestG信号中提取检测到的场电势和场电势之间的时间间隔,这些信号对应于VR过山车轨迹的四个分段,即静止,上移,下移和倾斜和转弯(混合)。结果表明,固定段明显不同(当减去右耳和左耳的平均场电势时,从其他动态段中获得P  <0.05)。此外,与右耳中其他段相比,固定段显示的场电势之间的时间间隔更长。这些观察结果表明,视觉诱发的自我运动感觉与同时/共同出现的压力/焦虑因素的综合作用可通过兴奋性方式影响前庭活动。兴奋性前庭活动增加意味着参与者的不平衡感增加,参加者出现晕车的可能性更大。

更新日期:2020-11-27
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