Gavgani Alireza Mazloumi, Nesbitt Keith V, Blackmore Karen L, Nalivaiko Eugene
School of Biomedical Sciences and Pharmacy, University of Newcastle, Callaghan, NSW 2300, Australia.
School of Design Communication and IT, University of Newcastle, Callaghan, NSW 2300, Australia.
Auton Neurosci. 2017 Mar;203:41-50. doi: 10.1016/j.autneu.2016.12.004. Epub 2016 Dec 18.
Our aim was to expand knowledge of cybersickness - a subtype of motion sickness provoked by immersion into a moving computer-generated virtual reality. Fourteen healthy subjects experienced a 15-min rollercoaster ride presented via a head-mounted display (Oculus Rift), for 3 consecutive days. Heart rate, respiration, finger and forehead skin conductance were measured during the experiment; this was complemented by a subjective nausea rating during the ride and by Motion Sickness Assessment Questionnaire before, immediately after and then 1, 2 and 3h post-ride. Physiological measurements were analysed in three dimensions: ride time, association with subjective nausea rating and experimental day. Forehead, and to a lesser extent finger phasic skin conductance activity showed a correlation with the reported nausea ratings, while alteration in other measured parameters were mostly related to autonomic arousal during the virtual ride onset. A significant habituation was observed in subjective symptom scores and in the duration of tolerated provocation. The latter increased from 7.0±1.3min on the first day to 12.0±2.5min on the third day (p<0.05); this was associated with a reduced slope of nausea rise from 1.3±0.3units/min on the first to 0.7±0.1units/min on the third day (p<0.01). Furthermore, habituation with repetitive exposure was also determined in the total symptom score post-ride: it fell from 1.6±0.1 on the first day to 1.2±0.1 on the third (p<0.001). We conclude that phasic changes of skin conductance on the forehead could be used to objectively quantify nausea; and that repetitive exposure to provocative VR content results in habituation.
我们的目标是拓展对网络晕动病的认识,网络晕动病是一种因沉浸于计算机生成的动态虚拟现实环境而引发的晕动病亚型。14名健康受试者连续3天通过头戴式显示器(Oculus Rift)体验了15分钟的过山车模拟 ride。实验过程中测量了心率、呼吸、手指和额头皮肤电传导;同时在 ride 过程中进行了主观恶心评级,并在 ride 前、ride 后即刻以及 ride 后1、2和3小时进行了晕动病评估问卷调查。生理测量结果从三个维度进行分析:ride 时间、与主观恶心评级的关联以及实验天数。额头皮肤电传导活动,以及程度稍轻的手指皮肤电传导活动,与报告的恶心评级存在相关性,而其他测量参数的变化大多与虚拟 ride 开始时的自主唤醒有关。在主观症状评分和耐受刺激的持续时间方面观察到了显著的适应性变化。后者从第一天的7.0±1.3分钟增加到第三天的12.0±2.5分钟(p<0.05);这与恶心上升斜率的降低相关,从第一天的1.3±0.3单位/分钟降至第三天的0.7±0.1单位/分钟(p<0.01)。此外,在 ride 后的总症状评分中也确定了重复暴露后的适应性变化:从第一天的1.6±0.1降至第三天的1.2±0.1(p<0.001)。我们得出结论,额头皮肤电传导的相位变化可用于客观量化恶心;并且重复暴露于刺激性VR内容会导致适应性变化。