首页 | 本学科首页   官方微博 | 高级检索  
相似文献
 共查询到20条相似文献,搜索用时 15 毫秒
1.
Compelling scene movements in a virtual reality (VR) system can cause symptoms of motion sickness (i.e., cybersickness). A within-subject experiment has been conducted to investigate the effects of scene oscillations along different axes on the level of cybersickness. Sixteen male participants were exposed to four 20-min VR simulation sessions. The four sessions used the same virtual environment but with scene oscillations along different axes, i.e., pitch, yaw, roll, or no oscillation (speed: 30 degrees/s, range: +/- 60 degrees). Verbal ratings of the level of nausea were taken at 5-min intervals during the sessions and sickness symptoms were also measured before and after the sessions using the Simulator Sickness Questionnaire (SSQ). In the presence of scene oscillation, both nausea ratings and SSQ scores increased at significantly higher rates than with no oscillation. While individual participants exhibited different susceptibilities to nausea associated with VR simulation containing scene oscillations along different rotational axes, the overall effects of axis among our group of 16 randomly selected participants were not significant. The main effects of, and interactions among, scene oscillation, duration, and participants are discussed in the paper.  相似文献   

2.
Visually induced motion sickness (VIMS) is a well-known side-effect in virtual environments or simulators. However, effective behavioral countermeasures against VIMS are still sparse. In this study, we tested whether music can reduce the severity of VIMS. Ninety-three volunteers were immersed in an approximately 14-minute-long video taken during a bicycle ride. Participants were randomly assigned to one of four experimental groups, either including relaxing music, neutral music, stressful music, or no music. Sickness scores were collected using the Fast Motion Sickness Scale and the Simulator Sickness Questionnaire. Results showed an overall trend for relaxing music to reduce the severity of VIMS. When factoring in the subjective pleasantness of the music, a significant reduction of VIMS occurred only when the presented music was perceived as pleasant, regardless of the music type. In addition, we found a gender effect with women reporting more sickness than men. We assume that the presentation of pleasant music can be an effective, low-cost, and easy-to-administer method to reduce VIMS.  相似文献   

3.
The experience of motion sickness in a virtual environment may be measured through pre and postexperiment self-reported questionnaires such as the Simulator Sickness Questionnaire (SSQ). Although research provides converging evidence that users of virtual environments can experience motion sickness, there have been no controlled studies to determine to what extent the user's subjective response is a demand characteristic resulting from pre and posttest measures. In this study, subjects were given either SSQ's both pre and postvirtual environment immersion, or only postimmersion. This technique tested for contrast effects due to demand characteristics in which administration of the questionnaire itself suggested to the participant that the virtual environment may produce motion sickness. Results indicate that reports of motion sickness after immersion in a virtual environment are much greater when both pre and postquestionnaires are given than when only a posttest questionnaire is used. The implications for assessments of motion sickness in virtual environments are discussed.  相似文献   

4.
BackgroundVisually Induced Motion Sickness (VIMS) or simulator sickness is often elicited by a visual stimulus that lacks the appropriate vestibular or proprioceptive feedback. In this study, we chose to investigate the effects of brightness and contrast of the visual scene on VIMS.HypothesisWe hypothesized that visual environments differing in brightness or contrast would differentially induce VIMS. The symptoms of VIMS should be most severe for the combination of high brightness and high contrast and conversely lowest for the low brightness and low contrast condition.Methods33 healthy subjects were tested in a fixed-base flight simulator. Each subject flew in four consecutive but counterbalanced conditions during one large experimental session. The four conditions consisted of identical recorded flight paths, differing only in brightness and contrast in a fully crossed design. VIMS was assessed with the Simulator Sickness Questionnaire and the Fast Motion Sickness scale administered during and after each condition. Postural Sway (PS) was measured after each condition.ResultsAll four brightness and contrast conditions were found to be effective in that they increased PS and elicited moderate VIMS. However, there were no main or interaction effects for brightness or contrast.ConclusionsOur findings suggest that brightness and contrast do not modulate the induction of VIMS. This conclusion may be limited to moderately provocative stimuli.  相似文献   

5.
So RH  Lo WT  Ho AT 《Human factors》2001,43(3):452-461
This study investigated the effects of navigation speed on the level of motion sickness during and after a 30-min head-steered virtual environment. Root-mean-squares for 8 speeds in the fore-and-aft axis were 3, 4, 6, 8, 10, 24, 30, and 59 m/s. Participants were 96 Chinese men. Both the nausea and vection ratings increased significantly with speeds increasing from 3 m/s to 10 m/s. At speeds exceeding 10 m/s, the ratings stabilized. Navigation speeds were found to significantly affect the onset times of vection and nausea but did not affect their rates of increase with duration of exposure. For the various Simulator Sickness Questionnaire scores, navigation speed had a significant influence on only the oculomotor subscore. Actual or potential applications of this research include the prediction of sickness associated with simulation tours in a virtual environment at different navigation speeds.  相似文献   

6.
BackgroundVisually induced motion sickness (VIMS) is commonly experienced when visual motion information is in conflict with motion information provided by the vestibular system and/or tactile and kinesthetic senses. According to some studies, women experience higher levels of VIMS than men, whereas other studies do not find this to be the case.HypothesisThis study investigated whether gender differences can be attributed to changes in VIMS-susceptibility due to the menstrual cycle and perceived menstrual pain. We hypothesized that higher perceived menstrual pain correlates positively with VIMS susceptibility.MethodsWe measured the influence of estimated concentrations of four sex hormones and menstrual pain, on the magnitude of self-reported VIMS levels and on measured postural stability in 56 participants. They were confronted with a continuous ten-minute recording of a bike ride across mountainous terrain. Subjective VIMS was measured at one-minute intervals during stimulus presentation using the Fast Motion Sickness (FMS) Scale; postural sway was recorded immediately before and after stimulus presentation.ResultsCorrelation between peak FMS scores and perceived menstrual pain was high. Furthermore, significant differences between women with severe menstrual pain on the one hand and women with low pain and men on the other hand were found.ConclusionsOur findings suggest a shared link between VIMS and menstrual pain. Further research should investigate pain sensitivity as a general predictor for VIMS.  相似文献   

7.
Yue Wei  Jiayue Zheng 《Ergonomics》2018,61(7):933-946
Visually induced motion sickness (VIMS) is a common discomfort response associated with vection-provoking stimuli. It has been suggested that susceptibility to VIMS depends on the ability to regulate visual performance during vection. To test this, 29 participants, with VIMS susceptibility assessed by Motion Sickness Susceptibility Questionnaire, were recruited to undergo three series of sustained attention to response tests (SARTs) while watching dot pattern stimuli known to provoke roll-vection. In general, SARTs performance was impaired in the central visual field (CVF), but improved in peripheral visual field (PVF), suggesting the reallocation of attention during vection. Moreover, VIMS susceptibility was negatively correlated with the effect sizes, suggesting that participants who were less susceptible to VIMS showed better performance in attention re-allocation. Finally, when trained to re-allocation attention from the CVF to the PVF, participants experienced more stable vection. Findings provide a better understanding of VIMS and shed light on possible preventive measures.

Practitioner Summary: Allocating less visual attention to central visual field during visual motion stimulation is associated with stronger vection and higher resistance to motion sickness. Virtual reality application designers may utilise the location of visual tasks to strengthen and stabilise vection, while reducing the potential of visually induced motion sickness.  相似文献   


8.
OBJECTIVES: To determine whether human exposure to vehicle motion specifically affects performance on a similar, yet uncorrelated, driving task and to observe the motion/simulator sickness symptoms that were associated with the real vehicle motion and the driving task. BACKGROUND: Past research has shown uncoupled motion can affect a person's performance on a task as well as induce motion sickness. METHODS: Ten participants (age range = 19-25 years) completed an uncorrelated driving task while seated in a stationary real vehicle and a moving real vehicle. RESULTS: The results show participants took longer to complete the motion condition, t(9) = 1.96, p < .05, and were less accurate, t(9) = 3.73, p < .05. Scores for the Motion Sickness Assessment Questionnaire, t(9) = 3.37, p < .05, and the Simulator Sickness Questionnaire, t(9) = 3.30, p < .05, were significantly higher during the motion condition. CONCLUSIONS: Performance on the task was degraded and motion sickness heightened during the motion condition. APPLICATION: This research has potential implications for military-related tasks such as operating a command and control station or controlling a remote vehicle while simultaneously being a passenger in a real vehicle, as well as for civilian applications such as interacting with a moving map navigation system while driving a car.  相似文献   

9.
Hand gesture recognition is important for interactions under VR environment. Traditional vision-based approaches encounter occlusion problems, and thus, wearable devices could be an effective supplement. This study presents a hand grasps recognition method in virtual reality settings, by fusing signals acquired using force myography (FMG), a muscular activity-based hand gesture recognition method, and Leap Motion. We conducted an experiment where participants performed grasping of virtual objects with VR goggles on their head, an FMG band on their wrist, and a Leap Motion positioned either on the desk or on the goggles (two experimental settings). The FMG, Leap Motion, and fusion of both signals were used for training and testing a simple, but effective linear discriminant analysis classifier, as well as three other mainstream classification algorithms. The results showed that the fusion of both signals achieved a significant improvement in classification accuracy, compared to using Leap Motion alone in both experimental settings.  相似文献   

10.
The recent release of the Oculus Rift, originally developed for entertainment applications, has reignited the interest of researchers and clinicians toward the use of head-mounted-displays in basic behavioral research and physical and psychological rehabilitation. However, careful evaluation of the Oculus Rift is necessary to determine whether it can be effectively used in these novel applications. In this article we address two issues concerning the perceptual quality of the Oculus Rift. (a) Is the Oculus able to generate an acceptable degree of immersivity? In particular, is it possible to elicit the sensation of presence via the virtual stimuli rendered by the device? (b) Does the Virtual Reality experienced through the Oculus Rift induce physical discomfort? To answer these questions, we employed four virtual scenarios in three separate experiments and evaluated performance with objective and subjective outcomes. In Experiment 1 we monitored observers’ heart rate and asked them to rate their Virtual Reality experience via a custom questionnaire. In Experiment 2 we monitored observers’ head movements in reaction to virtual obstacles and asked them to fill out the Simulator Sickness Questionnaire (Kennedy et al., 1993) both before and after experiencing Virtual Reality. In Experiment 3 we compared the Oculus Rift against two other low-cost devices used in immersive Virtual Reality: the Google cardboard and a standard 3DTV monitor. Observers’ heart rate increased during exposure to Virtual Reality, and they subjectively reported the experience to be immersive and realistic. We found a strong relationship between observers’ fear of heights and vertigo experienced during one of the virtual scenarios involving heights, suggesting that observers felt a strong sensation of presence within the virtual worlds. Subjects reacted to virtual obstacles by moving to avoid them, suggesting that the obstacles were perceived as real threats. Observers did not experience simulator sickness when the exposure to Virtual Reality was short and did not induce excessive amounts of vection. Compared to the other devices the Oculus Rift elicited a greater degree of immersivity. Thus our investigation suggests that the Oculus Rift head-mounted-display is a potentially powerful tool for a wide array of basic research and clinical applications.  相似文献   

11.
Presence is usually assessed via a variety of subjective and objective measures. However, constraints often result in subjective measurements using questionnaires as a key method of data collection. In this paper we present a study of 44 participants of a collaborative augmented reality game known as TimeWarp which used both subjective and objective behavioral measures. Behavior as coded from video recordings of one scene of the game and self-reports about feelings of presence were compared. Our findings indicate that pointing behavior and verbal responses to the virtual content are correlated negatively to sense of presence. We further investigated the influence of subjectively perceived interactivity on perceived presence. We found that the interaction possibilities perceived by the participants predicted their experience of social presence with the virtual characters in the game. Furthermore, playing together with another person did not result in decreased social presence of the virtual characters. Implications for presence research are discussed.  相似文献   

12.
One aim of virtual reality technology is to immerse the user in a digital environment that is distinct from physical reality. Feeling spatially located in this digital environment is central to the experience and is more formally known as spatial presence. Experiences of spatial presence differ between individuals; prominent theories assume that these differences may, in part, be explained by differences in more general spatial abilities. Whilst there is some support for this claim with desktop systems, there is currently no direct empirical evidence to support this with more immersive technologies such as head-mounted displays (HMDs). In this study, participants completed three different measures of spatial ability before experiencing two virtual environments. These measures included a self-report of visuospatial imagery; the mental rotations test; and a test of topographical memory. After completing the measures, participants briefly experienced a virtual city and a virtual train ride through a HMD. The user’s head movements were tracked, and visual displays were updated to give the sense of a full 360° environment. After each experience, the participants reported how present they felt and the extent to which they had a mental model of the environment. Self-reports of imagery were positively correlated with reports of spatial presence, consistent with the previous literature. However, spatial presence was not related to performance on either of the more objective tests. Whilst this provides confirmatory evidence that self-reports of imagery can predict presence, it is still unclear which more basic spatial abilities, if any, could underlie this relationship.  相似文献   

13.
Turner M  Griffin MJ 《Ergonomics》1999,42(12):1646-1664
Relationships between vehicle motion and passenger sickness have been investigated in a survey of 3256 passengers travelling on 56 mainland UK bus or coach journeys. Vehicle motion was measured throughout all journeys, yielding over 110 h of six-axis coach motion data from five types of coach and 17 different drivers. Overall, 28.4% of passengers reported feelings of illness, 12.8% reported nausea and 1.7% reported vomiting during coach travel. Passenger nausea and illness ratings increased with increased exposure to lateral coach motion at low frequencies (< 0.5 Hz). Motion in other axes correlated less well with sickness, although there were some intercorrelations between the motions in the different axes. Sickness levels among passengers were greater with drivers who drove to produce higher average magnitudes of fore-and-aft and lateral vehicle motion. Nausea occurrence was greater on routes classified as being predominantly cross-country where magnitudes of lateral vehicle motion were significantly higher. Lateral motion and motion sickness increased from the front to the rear of each vehicle. No significant differences in sickness were found between the five different vehicle types used in the study. The applicability of a motion sickness dose model to these data is discussed.  相似文献   

14.
《Ergonomics》2012,55(5):714-730
Abstract

This study proposed a procedure for predicting the point in time with high risk of virtual crash using a control chart methodology for behavioural measures during a simulated driving task. Tracking error, human back pressure, sitting pressure and horizontal and vertical neck bending angles were measured during the simulated driving task. The time with a high risk of a virtual crash occurred in 9 out of 10 participants. The time interval between the successfully detected point in time with high risk of virtual crash and the point in time of virtual crash ranged from 80 to 324 s. The proposed procedure for predicting the point in time with a high risk of a crash is promising for warning drivers of the state of high risk of crash.

Practitioner Summary: Many fatal crashes occur due to drowsy driving. We proposed a method to predict the point in time with high risk of virtual crash before such a virtual crash occurs. This is done using behavioural measures during a simulated driving task. The effectiveness of the method is also demonstrated.  相似文献   

15.
黄俊  景红 《计算机系统应用》2015,24(10):259-263
最新体感设备Leap Motion的面世提供给用户一种全新的体验, 即通过跟踪探测动态手势可以进行体感游戏、虚拟演奏、凌空绘画等的非接触式人机交互. 文章首先对Leap Motion的技术特点进行介绍, 并对同类型设备进行对比总结, 介绍了Leap Motion的相关应用和发展前景. 文章分析了Leap Motion的原理和技术基础, 然后提出基于Leap Motion的手势控制技术, 最后以一个基于Unity 3D的手势控制虚拟场景中的物品运动的具体实例, 对Leap Motion手势控制技术的实现进行了细节介绍.  相似文献   

16.
The purpose of the present study was to analyze the influence of previous experience with information and communication technology (ICT) tools on performance in a Web-based course. Online activity was logged. Specifically, total activities carried out and five online activity measures were computed. One hundred and twenty university undergraduates participated in a Web-based course designed to train personnel trainers to apply ICT in training processes. Before starting the study, participants filled out a questionnaire designed to assess their frequency using ICT tools. At the end of the study, participants were asked to complete a questionnaire in order to collect information about their learning experience and their assessment of the virtual environment. Results suggest that previous experience significantly influences how people organize their online activities, but not the quantity of work carried out. Participants with more experience in the use of Internet tools, organize their work in the virtual classroom using less time and visiting fewer pages in each session. Previous experience did not influence the assessment of the virtual classroom as a training tool, since participants with both high and low previous experience gave extremely positive feedback on their Web-based learning experience.  相似文献   

17.
For those interested in using head-coupled PC-based immersive virtual environment (VE) technology to train, entertain, or inform, it is essential to understand the effects this technology has on its users. This study investigated potential adverse effects, including the sickness associated with exposure and extreme responses (emesis, flashbacks). Participants were exposed to a VE for 15 to 60 min, with either complete or streamlined navigational control and simple or complex scenes, after which time measures of sickness were obtained. More than 80% of participants experienced nausea, oculomotor disturbances, and/or disorientation, with disorientation potentially lasting > 24 hr. Of the participants, 12.9% prematurely ended their exposure because of adverse effects; of these, 9.2% experienced an emetic response, whereas only 1.2% of all participants experienced emesis. The results indicate that designers may be able to reduce these rates by limiting exposure duration and reducing the degrees of freedom of the user's navigational control. Results from gender, body mass, and past experience comparisons indicated it may be possible to identify those who will experience adverse effects attributable to exposure and warn such individuals. Applications for this research include military, entertainment, and any other interactive systems for which designers seek to avoid adverse effects associated with exposure.  相似文献   

18.
The quality of stereoscopic 3D cinematic content is a major determinant for user experience in immersive cinema in both traditional theatres and cinematic virtual reality. One of the most important parameters is the frame rate of the content which has historically been 24 frames per second for movies, but higher frame rates are being considered for cinema and are standard for virtual reality. A typical behavioural response to immersive stereoscopic 3D content is vection, the visually-induced perception of self-motion elicited by moving scenes. In this work we investigated how participants’ vection varied with simulated virtual camera speed, frame rate, and motion blur produced by the virtual camera’s exposure, while viewing depictions of movement through a realistic virtual environment. We also investigated how their postural sway varied with these parameters and how sway covaried with levels of perceived self-motion. Results show that while average perceived vection significantly increased with 3D content frame rate and motion speed, motion blur had no significant effect on perceived vection. We also found that levels of postural sway induced by vection correlated positively with subjective ratings.  相似文献   

19.
Motion blur is one of the most common blurs that degrades images. Restoration of such images is highly dependent on estimation of motion blur parameters. Since 1976, many researchers have developed algorithms to estimate linear motion blur parameters. These algorithms are different in their performance, time complexity, precision and robustness in noisy environments. In this paper, we have presented a novel algorithm to estimate linear motion blur parameters such as direction and length. We used Radon transform to find direction and bispectrum modeling to find the length of motion. Our algorithm is based on the combination of spatial and frequency domain analysis. The great benefit of our algorithm is its robustness and precision in noisy images. We used statistical measures to prove goodness of our model. Our method was tested on 80 standard images that were degraded with different directions and motion lengths, with additive Gaussian noise. The error tolerance average of the estimated parameters was 0.9° in direction and 0.95 pixel in length and the standard deviations were 0.69 and 0.85, respectively.  相似文献   

20.
Research on the mechanisms and processes underlying navigation has traditionally been limited by the practical problems of setting up and controlling navigation in a real-world setting. Thanks to advances in technology, a growing number of researchers are making use of computer-based virtual environments to draw inferences about real-world navigation. However, little research has been done on factors affecting human–computer interactions in navigation tasks. In this study female students completed a virtual route learning task and filled out a battery of questionnaires, which determined levels of computer experience, wayfinding anxiety, neuroticism, extraversion, psychoticism and immersive tendencies as well as their preference for a route or survey strategy. Scores on personality traits and individual differences were then correlated with the time taken to complete the navigation task, the length of path travelled, the velocity of the virtual walk and the number of errors.Navigation performance was significantly influenced by wayfinding anxiety, psychoticism, involvement and overall immersive tendencies and was improved in those participants who adopted a survey strategy. In other words, navigation in virtual environments is effected not only by navigational strategy, but also an individual’s personality, and other factors such as their level of experience with computers. An understanding of these differences is crucial before performance in virtual environments can be generalised to real-world navigational performance.  相似文献   

设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号