Bonato Frederick, Bubka Andrea, Palmisano Stephen
Human Perception and Performance Laboratory, Saint Peter's College, 2641 Kennedy Blvd., Jersey City, NJ 07306, USA.
Aviat Space Environ Med. 2009 Nov;80(11):941-5. doi: 10.3357/asem.2394.2009.
Stationary subjects who perceive visually induced illusions of self-motion, or vection, in virtual reality (VR) often experience cybersickness, the symptoms of which are similar to those experienced during motion sickness. An experiment was conducted to test the effects of single and dual-axis rotation of a virtual environment on cybersickness. It was predicted that VR displays which induced illusory dual-axis (as opposed to single-axis) self-rotations in stationary subjects would generate more sensory conflict and subsequently more cybersickness.
There were 19 individuals (5 men, 14 women, mean age = 19.8 yr) who viewed the interior of a virtual cube that steadily rotated (at 60 degrees x s(-1)) about either the pitch axis or both the pitch and roll axes simultaneously. Subjects completed the Simulator Sickness Questionnaire (SSQ) before a trial and after 5 min of stimulus viewing.
Post-treatment total SSQ scores and subscores for nausea, oculomotor, and disorientation were significantly higher in the dual-axis condition.
These results support the hypothesis that a vection-inducing VR stimulus that rotates about two axes generates more cybersickness compared to aVR stimulus that rotates about only one. In the single-axis condition, sensory conflict and pseudo-Coriolis effects may have led to symptoms. However, in the dual-axis condition, not only was perceived self-motion more complex (two axes compared to one), the inducing stimulus was consistent with twice as much self-motion. Hence, the increased likelihood/magnitude of sensory conflict and pseudo-Coriolis effects may have subsequently resulted in a higher degree of cybersickness in the dual-axis condition.
在虚拟现实(VR)中,静止的受试者若感知到视觉诱发的自我运动错觉,即动景运动,往往会体验到网络晕动病,其症状与晕动病时的症状相似。进行了一项实验,以测试虚拟环境的单轴和双轴旋转对网络晕动病的影响。据预测,在静止受试者中诱发虚幻双轴(而非单轴)自我旋转的VR显示器会产生更多的感觉冲突,进而导致更多的网络晕动病。
19名受试者(5名男性,14名女性,平均年龄 = 19.8岁)观看了一个虚拟立方体的内部,该立方体围绕俯仰轴或同时围绕俯仰轴和横滚轴稳定旋转(速度为60度×秒⁻¹)。受试者在试验前和观看刺激5分钟后完成了模拟器晕动病问卷(SSQ)。
双轴条件下,治疗后的SSQ总分以及恶心、动眼和定向障碍的子分数显著更高。
这些结果支持以下假设:与仅围绕一个轴旋转的VR刺激相比,围绕两个轴旋转的诱发动景运动的VR刺激会产生更多的网络晕动病。在单轴条件下,感觉冲突和伪科里奥利效应可能导致了症状。然而,在双轴条件下,不仅感知到的自我运动更复杂(两个轴与一个轴相比),诱发刺激与自我运动的量是单轴条件下的两倍。因此,感觉冲突和伪科里奥利效应增加的可能性/程度可能随后导致双轴条件下更高程度的网络晕动病。