IEEE Trans Vis Comput Graph. 2021 May;27(5):2669-2680. doi: 10.1109/TVCG.2021.3067773. Epub 2021 Apr 15.
This work addresses cybersickness, a major barrier to successful long-exposure immersive virtual reality (VR) experiences since user discomfort frequently leads to prematurely ending such experiences. Starting from sensory conflict theory, we posit that if a vibrating floor delivers vestibular stimuli that minimally match the vibration characteristics of a scenario, the size of the conflict between the visual and vestibular senses will be reduced and, thus, the incidence and/or severity of cybersickness will also be reduced. We integrated a custom-built, computer-controlled vibrating floor in our VR system. To evaluate the system, we implemented a realistic off-road vehicle driving simulator in which participants rode multiple laps as passengers on an off-road course. We programmed the floor to generate vertical vibrations similar to those experienced in real off-road vehicle travel. The scenario and driving conditions were designed to be cybersickness-inducing for users in both the Vibration and No-vibration conditions. We collected subjective and objective data for variables previously shown to be related to levels of cybersickness or presence. These included presence and simulator sickness questionnaires (SSQ), self-rated discomfort levels, and the physiological signals of heart rate, galvanic skin response (GSR), and pupil size. Comparing data between participants in the Vibration group (N=11) to the No-Vibration group (N=11), we found that Delta-SSQ Oculomotor response and the GSR physiological signal, both known to be positively correlated with cybersickness, were significantly lower (with large effect sizes) for the Vibration group. Other variables differed between groups in the same direction, but with trivial or small effect sizes. The results indicate that the floor vibration significantly reduced some measures of cybersickness.
这项工作解决了网络晕动病问题,这是成功进行长时间沉浸式虚拟现实(VR)体验的主要障碍,因为用户的不适通常会导致体验提前结束。从感觉冲突理论出发,我们假设如果一个振动地板提供的前庭刺激与场景的振动特征最小匹配,那么视觉和前庭感觉之间的冲突大小将会减小,因此,网络晕动病的发生率和/或严重程度也会降低。我们在 VR 系统中集成了一个定制的计算机控制振动地板。为了评估该系统,我们实现了一个逼真的越野车辆驾驶模拟器,参与者作为乘客在越野赛道上多次骑行。我们编程使地板产生类似于真实越野车辆行驶中体验到的垂直振动。该场景和驾驶条件被设计为在振动和无振动条件下对用户都具有网络晕动病诱导性。我们收集了与网络晕动病水平或存在相关的变量的主观和客观数据。这些变量包括存在和模拟器晕动病问卷(SSQ)、自我评定的不适水平以及心率、皮肤电反应(GSR)和瞳孔大小的生理信号。将振动组(N=11)和无振动组(N=11)的参与者的数据进行比较,我们发现,Delta-SSQ 眼动反应和 GSR 生理信号都与网络晕动病呈正相关,振动组的这两个信号显著降低(具有较大的效应量)。其他变量在相同方向上也在组间存在差异,但具有微小或小的效应量。结果表明,地板振动显著降低了一些网络晕动病的测量指标。