Department of Psychology, Queen's University, Kingston, Ontario, Canada.
Centre for Neuroscience Studies, Queen's University, Kingston, Ontario, Canada.
PLoS One. 2018 Mar 28;13(3):e0194137. doi: 10.1371/journal.pone.0194137. eCollection 2018.
Use of virtual reality (VR) technology is often accompanied by a series of unwanted symptoms, including nausea and headache, which are characterised as 'simulator sickness'. Sensory mismatch has been thought to lie at the heart of the problem and recent studies have shown that reducing cue mismatch in VR can have a therapeutic effect. Specifically, electrical stimulation of vestibular afferent nerves (galvanic vestibular stimulation; GVS) can reduce simulator sickness in VR. However, GVS poses a risk to certain populations and can also result in negative symptoms in normal, healthy individuals. Here, we tested whether noisy vestibular stimulation through bone-vibration can also reduce symptoms of simulator sickness. We carried out two experiments in which participants performed a spatial navigation task in VR and completed the Simulator Sickness Questionnaire over a series of trials. Experiment 1 was conducted using a high-end projection-based VR display, whereas Experiment 2 involved the use of a consumer head mounted display. During each trial, vestibular stimulation was either: 1) absent; 2) coupled with large angular accelerations of the projection camera; or 3) applied randomly throughout each trial. In half of the trials, participants actively navigated using a motion controller, and in the other half they were moved passively through the environment along pre-recorded motion trajectories. In both experiments we obtained lower simulator sickness scores when vestibular stimulation was coupled with angular accelerations of the camera. This effect was obtained for both active and passive movement control conditions, which did not differ. The results suggest that noisy vestibular stimulation can reduce simulator sickness, and that this effect appears to generalize across VR conditions. We propose further examination of this stimulation technique.
虚拟现实(VR)技术的使用通常伴随着一系列不良症状,包括恶心和头痛,这些症状被称为“模拟器病”。感觉不匹配被认为是问题的核心,最近的研究表明,减少 VR 中的线索不匹配可以产生治疗效果。具体来说,前庭传入神经的电刺激(电前庭刺激;GVS)可以减少 VR 中的模拟器病。然而,GVS 对某些人群构成风险,也会导致正常健康个体出现负面症状。在这里,我们测试了通过骨振动进行嘈杂的前庭刺激是否也可以减轻模拟器病的症状。我们进行了两项实验,参与者在 VR 中执行空间导航任务,并在一系列试验中完成了模拟器病问卷。实验 1 使用高端基于投影的 VR 显示器进行,而实验 2 则涉及使用消费者头戴式显示器。在每次试验中,前庭刺激要么:1)不存在;2)与投影相机的大角加速度耦合;或 3)在每次试验中随机应用。在一半的试验中,参与者使用运动控制器主动导航,而在另一半试验中,他们沿着预先录制的运动轨迹被动地在环境中移动。在这两项实验中,当前庭刺激与相机的角加速度耦合时,我们获得了较低的模拟器病评分。这种效果在主动和被动运动控制条件下都得到了,并且没有差异。结果表明,嘈杂的前庭刺激可以减轻模拟器病,并且这种效果似乎在各种 VR 条件下都适用。我们建议进一步研究这种刺激技术。