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虚拟环境中的俯仰与横滚组合及晕动症

Combined pitch and roll and cybersickness in a virtual environment.

作者信息

Bonato Frederick, Bubka Andrea, Palmisano Stephen

机构信息

Human Perception and Performance Laboratory, Saint Peter's College, 2641 Kennedy Blvd., Jersey City, NJ 07306, USA.

出版信息

Aviat Space Environ Med. 2009 Nov;80(11):941-5. doi: 10.3357/asem.2394.2009.

DOI:10.3357/asem.2394.2009
PMID:19911517
Abstract

BACKGROUND

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.

METHODS

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.

RESULTS

Post-treatment total SSQ scores and subscores for nausea, oculomotor, and disorientation were significantly higher in the dual-axis condition.

CONCLUSIONS

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.

摘要

背景

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。

方法

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)。

结果

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。

结论

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。

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