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The Effect of Motion Direction and Eccentricity on Vection, VR Sickness and Head Movements in Virtual Reality.
Multisensory Research ( IF 1.6 ) Pub Date : 2021-04-20 , DOI: 10.1163/22134808-bja10049
Katharina Margareta Theresa Pöhlmann,Julia Föcker,Patrick Dickinson,Adrian Parke,Louise O'Hare

Virtual Reality (VR) experienced through head-mounted displays often leads to vection, discomfort and sway in the user. This study investigated the effect of motion direction and eccentricity on these three phenomena using optic flow patterns displayed using the Valve Index. Visual motion stimuli were presented in the centre, periphery or far periphery and moved either in depth (back and forth) or laterally (left and right). Overall vection was stronger for motion in depth compared to lateral motion. Additionally, eccentricity primarily affected stimuli moving in depth with stronger vection for more peripherally presented motion patterns compared to more central ones. Motion direction affected the various aspects of VR sickness differently and modulated the effect of eccentricity on VR sickness. For stimuli moving in depth far peripheral presentation caused more discomfort, whereas for lateral motion the central stimuli caused more discomfort. Stimuli moving in depth led to more head movements in the anterior-posterior direction when the entire visual field was stimulated. Observers demonstrated more head movements in the anterior-posterior direction compared to the medio-lateral direction throughout the entire experiment independent of motion direction or eccentricity of the presented moving stimulus. Head movements were elicited on the same plane as the moving stimulus only for stimuli moving in depth covering the entire visual field. A correlation showed a positive relationship between dizziness and vection duration and between general discomfort and sway. Identifying where in the visual field motion presented to an individual causes the least amount of VR sickness without losing vection and presence can guide development for Virtual Reality games, training and treatment programmes.

中文翻译:

在虚拟现实中,运动方向和偏心度对运动,VR疾病和头部运动的影响。

通过头戴式显示器体验的虚拟现实(VR)通常会导致用户感到通气,不适和摇摆。这项研究使用阀指数显示的光流模式研究了运动方向和偏心距对这三种现象的影响。视觉运动刺激出现在中央,周围或远处,并在深度(来回)或横向(左和右)中移动。与横向运动相比,深度运动的整体运动更强。此外,与更多中央运动模式相比,偏心率主要影响刺激向深度方向移动的深度更大,运动更强烈的运动。运动方向对VR疾病的各个方面产生不同的影响,并调节了偏心率对VR疾病的影响。对于深度深处的刺激,周围的表现会引起更多的不适,而对于横向运动,中央的刺激会引起更多的不适。当刺激整个视野时,深度移动的刺激导致更多的头部沿前后方向运动。观察者显示,在整个实验过程中,与中外侧方向相比,头部在前后方向上的移动更多,与所提出的移动刺激的运动方向或偏心率无关。仅在覆盖整个视野的深度上移动刺激时,才在与移动刺激相同的平面上引发头部运动。相关性显示头晕与呼吸持续时间之间以及总体不适与摇摆之间呈正相关。
更新日期:2021-04-20
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