Tanaka Nobuhisa, Takagi Hideyuki
Graduate School of Design, Kyushu Institute of Design, 4-9-1 Shiobaru, Minami-ku, Fukuoka 815-8540, Japan.
J Physiol Anthropol Appl Human Sci. 2004 Nov;23(6):313-7. doi: 10.2114/jpa.23.313.
It is difficult to design the Virtual Reality (VR) Environment which controls VR sickness and promotes presence. This is because the relationship between the user's susceptibility to VR sickness and a sense of presence, determined by velocity and visual angle of the visual information, involves a trade-off between the two. Then we propose the optimal value search system which computes efficiently the velocity and visual angle which control VR sickness and do not impair presence by taking account of a subject's characteristic. Under certain experimental conditions, some subjects showed serious VR sickness whose simulator sickness questionnaire total score was more than 60 and needed more than 30 minutes to recover from VR sickness. However, on the condition of angular velocity and visual angle computed by our proposed method, all subjects felt their vection, which was our index for the sense of presence, over 70 percent of their experiment time; no subject needed more than 5 minutes to recover from VR sickness.
设计能够控制虚拟现实(VR)晕动症并增强临场感的虚拟现实(VR)环境是困难的。这是因为由视觉信息的速度和视角所决定的用户对VR晕动症的易感性与临场感之间的关系涉及到两者之间的权衡。然后我们提出了最优值搜索系统,该系统通过考虑受试者的特征来有效地计算控制VR晕动症且不损害临场感的速度和视角。在某些实验条件下,一些受试者表现出严重的VR晕动症,其模拟器晕动症问卷总分超过60分,且需要超过30分钟才能从VR晕动症中恢复。然而,在我们提出的方法所计算出的角速度和视角条件下,所有受试者在超过70%的实验时间内都感受到了自身的运动错觉,这是我们用于衡量临场感的指标;没有受试者需要超过5分钟就能从VR晕动症中恢复。