IEEE Trans Vis Comput Graph. 2024 May;30(5):2745-2755. doi: 10.1109/TVCG.2024.3372080. Epub 2024 Apr 19.
Active exploration in virtual reality (VR) involves users navigating immersive virtual environments, going from one place to another. While navigating, users often engage in secondary tasks that require attentional resources, as in the case of distracted driving. Inspired by research generally studying the effects of task demands on cybersickness (CS), we investigated how the attentional demands specifically associated with secondary tasks performed during exploration affect CS. Downstream of this, we studied how increased attentional demands from secondary tasks affect spatial memory and navigational performance. We discuss the results of a multi-factorial between-subjects study, manipulating a secondary task's demand across two levels and studying its effects on CS in two different sickness-inducing levels of an exploration experience. The secondary task's demand was manipulated by parametrically varying $n$ in an aural $n$-back working memory task and the provocativeness of the experience was manipulated by varying how frequently users experienced a yaw-rotational reorientation effect during the exploration. Results revealed that increases in the secondary task's demand increased sickness levels, also resulting in a higher temporal onset rate, especially when the experience was not already highly sickening. Increased attentional demand from the secondary task also vitiated navigational performance and spatial memory. Overall, increased demands from secondary tasks performed during navigation produce deleterious effects on the VR experience.
主动探索虚拟现实(VR)涉及用户在沉浸式虚拟环境中导航,从一个地方移动到另一个地方。在导航过程中,用户经常会执行需要注意力资源的次要任务,就像分心驾驶一样。受一般研究任务需求对网络晕动症(CS)影响的研究启发,我们研究了与探索过程中执行的次要任务相关的注意力需求如何影响 CS。在此基础上,我们研究了来自次要任务的注意力需求增加如何影响空间记忆和导航性能。我们讨论了一项多因素被试间研究的结果,该研究通过在听觉 n 回工作记忆任务中参数化改变 n 来操纵次要任务的需求,并在探索体验的两种不同诱发晕动症的水平上研究其对 CS 的影响。通过在探索过程中改变用户经历俯仰旋转再定向效果的频率来操纵体验的挑衅性,从而改变次要任务的需求。结果表明,次要任务需求的增加会增加晕动症水平,从而导致更高的时间发作率,尤其是在体验本身已经非常令人不适的情况下。来自次要任务的注意力需求增加也会损害导航性能和空间记忆。总的来说,在导航过程中执行的次要任务的需求增加会对 VR 体验产生有害影响。