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Floor-vibration VR: Mitigating Cybersickness Using Whole-body Tactile Stimuli in Highly Realistic Vehicle Driving Experiences
IEEE Transactions on Visualization and Computer Graphics ( IF 5.2 ) Pub Date : 2021-03-24 , DOI: 10.1109/tvcg.2021.3067773
Sungchul Jung 1 , Richard Li 1 , Ryan McKee 1 , Mary C. Whitton 2 , Robert W. Lindeman 1
Affiliation  

This work addresses cybersickness , a major barrier to successful long-exposure immersive virtual reality (VR) experiences since user discomfort frequently leads to prematurely ending such experiences. Starting from sensory conflict theory, we posit that if a vibrating floor delivers vestibular stimuli that minimally match the vibration characteristics of a scenario, the size of the conflict between the visual and vestibular senses will be reduced and, thus, the incidence and/or severity of cybersickness will also be reduced. We integrated a custom-built, computer-controlled vibrating floor in our VR system. To evaluate the system, we implemented a realistic off-road vehicle driving simulator in which participants rode multiple laps as passengers on an off-road course. We programmed the floor to generate vertical vibrations similar to those experienced in real off-road vehicle travel. The scenario and driving conditions were designed to be cybersickness-inducing for users in both the Vibration and No-vibration conditions. We collected subjective and objective data for variables previously shown to be related to levels of cybersickness or presence. These included presence and simulator sickness questionnaires (SSQ), self-rated discomfort levels, and the physiological signals of heart rate, galvanic skin response (GSR), and pupil size. Comparing data between participants in the Vibration group (N=11) to the No-Vibration group (N=11), we found that Delta-SSQ Oculomotor response and the GSR physiological signal, both known to be positively correlated with cybersickness, were significantly lower (with large effect sizes) for the Vibration group. Other variables differed between groups in the same direction, but with trivial or small effect sizes. The results indicate that the floor vibration significantly reduced some measures of cybersickness.

中文翻译:

地板振动 VR:在高度逼真的车辆驾驶体验中使用全身触觉刺激减轻网络病

这项工作地址 网络病 ,这是成功的长时间曝光沉浸式虚拟现实 (VR) 体验的主要障碍,因为用户的不适经常导致此类体验过早结束。从感觉冲突理论出发,我们假设如果振动地板传递的前庭刺激与场景的振动特征最低限度匹配,视觉和前庭感觉之间的冲突大小将减少,因此发生率和/或严重程度网络病的数量也将减少。我们在 VR 系统中集成了一个定制的、计算机控制的振动地板。为了评估该系统,我们实施了一个真实的越野车驾驶模拟器,参与者在越野路线上作为乘客骑了多圈。我们对地板进行了编程,以产生类似于真实越野车辆行驶中所经历的垂直振动。场景和驾驶条件旨在为用户在振动和无振动条件下诱发网络病。我们收集了先前显示与网络疾病或存在水平相关的变量的主观和客观数据。这些包括存在和模拟器疾病问卷 (SSQ)、自评不适水平以及心率、皮肤电反应 (GSR) 和瞳孔大小的生理信号。比较振动组(N=11)和无振动组(N=11)的参与者之间的数据,我们发现 Delta-SSQ 动眼神经反应和 GSR 生理信号,两者都已知与网络病呈正相关,振动组显着较低(具有较大的效应量)。其他变量在同一方向的组之间有所不同,但影响很小或很小。结果表明,地板振动显着降低了网络病的一些措施。
更新日期:2021-04-16
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