IEEE Trans Vis Comput Graph. 2024 Aug;30(8):5350-5369. doi: 10.1109/TVCG.2023.3293405. Epub 2024 Jul 1.
Cybersickness (CS) is one of the challenges that has hindered the widespread adoption of Virtual Reality (VR). Consequently, researchers continue to explore novel means to mitigate the undesirable effects associated with this affliction, one that may require a combination of remedies as opposed to a solitary stratagem. Inspired by research probing into the use of distractions as a means to control pain, we investigated the efficacy of this countermeasure against CS, studying how the introduction of temporally time-gated distractions affects this malady during a virtual experience featuring active exploration. Downstream of this, we studied how other aspects of the VR experience are affected by this intervention. We discuss the results of a between-subjects study manipulating the presence, sensory modality, and nature of periodic and short-lived (5-12 seconds) distractor stimuli across four experimental conditions: 1) no-distractors (ND); 2) auditory distractors (AD); 3) visual distractors (VD); 4) cognitive distractors (CD). Two of these conditions (VD and AD) formed a yoked control design wherein every matched pair of 'seers' and 'hearers' was periodically exposed to distractors that were identical in terms of content, temporality, duration, and sequence. In the CD condition, each participant had to periodically perform a 2-back working memory task, the duration and temporality of which was matched to distractors presented in each matched pair of the yoked conditions. These three conditions were compared to a baseline control group featuring no distractions. Results indicated that the reported sickness levels were lower in all three distraction groups in comparison to the control group. The intervention also increased the amount of time users were able to endure the VR simulation and avoided causing detriments to spatial memory and virtual travel efficiency. Overall, it appears that it may be possible to make users less consciously aware and bothered by the symptoms of CS, thereby reducing its perceived severity.
晕动症(CS)是阻碍虚拟现实(VR)广泛应用的挑战之一。因此,研究人员继续探索新的方法来减轻与这种疾病相关的不良影响,这可能需要多种方法的结合,而不是单一的策略。受研究探索分心作为控制疼痛的一种手段的启发,我们研究了这种对策对 CS 的效果,研究了在具有主动探索的虚拟体验中引入时间门控分心物如何影响这种疾病。在此之后,我们研究了这种干预对 VR 体验的其他方面的影响。我们讨论了一项在四个实验条件下操纵周期性和短暂(5-12 秒)分心刺激的存在、感觉模态和性质的被试间研究的结果:1)无分心(ND);2)听觉分心(AD);3)视觉分心(VD);4)认知分心(CD)。其中两个条件(VD 和 AD)形成了一个配对控制设计,其中每一对“观察者”和“聆听者”都周期性地暴露于在内容、时间性、持续时间和顺序方面相同的分心物。在 CD 条件下,每个参与者都必须周期性地执行 2 次记忆任务,其持续时间和时间性与配对条件中的分心物匹配。将这三个条件与没有分心物的基线对照组进行比较。结果表明,与对照组相比,所有三个分心组报告的疾病水平都较低。该干预措施还增加了用户能够忍受 VR 模拟的时间,并且避免对空间记忆和虚拟旅行效率造成损害。总体而言,似乎可以使用户对 CS 的症状不太有意识和烦恼,从而降低其感知严重程度。