Simulator Sickness Research Papers - Academia.edu (original) (raw)
Navigation in a 3D immersive virtual environment is known to be prone to visually induced motion sickness (VIMS). Several psychophysiological and behavioral methods have been used to measure the level of sickness of a user, among which is... more
Navigation in a 3D immersive virtual environment is known to be prone to visually induced motion sickness (VIMS). Several psychophysiological and behavioral methods have been used to measure the level of sickness of a user, among which is postural instability. This study investigates all the features that can be extracted from the body postural sway: area of the projection of the center of gravity (mainly considered in past studies) and its shape and the frequency components of the signal’s spectrum, in order to estimate and predict the occurrence of sickness in a typical virtual reality (VR) application.
After modeling and simulation of the body postural sway, an experiment on 17 subjects identified a relation between the level of sickness and the variation both in the time and frequency domains of the body sway signal. The results support and go further into detail of findings of past studies using postural instability as an efficient indicator of sickness, giving insight to better monitor VIMS in a VR application.
Conducting research within virtual environments poses unique challenges when trying to measure mental effort and visually induced motion sickness. Determining how much mental effort an individual is exerting at any given point has... more
Conducting research within virtual environments poses unique challenges when trying to measure mental effort and visually induced motion sickness. Determining how much mental effort an individual is exerting at any given point has historically been reserved for a human factors expert review and self-report such as NASA-TLX. When using an objective measure of mental effort via electrodermal activity (EDA), the subjective piece of this measure no longer carries the entire burden of proof. This research explores whether electrodermal activity (EDA) can be used as a successful indicator of mental effort for a single user in a controlled environment while performing scenario-based tasks. Additionally, EDA will be explored as a potential predictive measure of visually induced motion sickness within virtual environments. Two studies were conducted to contribute to this research. The first study observed 28 participants in a combine vehicle simulator and showed there is a decrease in EDA levels over time as familiarity with the system increases. The second study included 57 participants who navigated a visually disruptive virtual maze using a 3D head-mounted display. This study demonstrated a positive correlation between EDA and reported sickness in the first half of the study and a positive correlation between EDA and mental effort in the second half of the study. This research supports that EDA can be used as a measure of mental effort and visually induced motion sickness for a single user performing scenario-based tasks.
Zjawisko choroby symulatorowej jest mierzalne pod względem objawów fizjologicznych. Artykuł prezentuje praktyczne wykorzystanie Kwestionariusza choroby symulatorowej (Simulator Sickness Questionnaire-SSQ) w badaniach poekspozycyjnych wraz... more
Zjawisko choroby symulatorowej jest mierzalne pod względem objawów fizjologicznych. Artykuł prezentuje praktyczne wykorzystanie Kwestionariusza choroby symulatorowej (Simulator Sickness Questionnaire-SSQ) w badaniach poekspozycyjnych wraz z oceną samego narzędzia przez osoby badane. Materiał i metody: Badania przeprowadzono na symulatorze szkoleniowym pojazdów ciężarowych i autobusów AutoSim AS 1600. Przebadano 130 kierowców uczestniczących w kursach kwalifikacji wstępnej i okresowej dla kierowców w transporcie drogowym. Do badań wykorzystano kwestionariusz SSQ autorstwa Kennedy' ego i wsp. w polskim tłumaczeniu Biernackiego i wsp. (symptomy: mdłości, dezorientacji, zaburzeń okulomotorycznych i wynik ogólny) oraz ankietę oceniającą kwestionariusz SSQ (zrozumiałość i czasochłonność na skali 1-6). Wyniki: W grupie badanej (N = 130) stwierdzono istotne statystycznie różnice w wynikach SSQ. Wśród kierowców młodszych (<29,5 roku) zarejestrowano zwiększone nasilenie symptomów choroby symulatorowej po symulacji (objawy mdłości oraz wynik ogólny), u kierowców starszych (>29,5 roku) − objawów dezorientacji po symulacji. Długość snu i ocena jakości wykonania zadania były istotnie wyższe w grupach bezobjawowych. Wyniki wskazują również na pozytywny odbiór narzędzia przez osoby badane (N = 113)-oceniono czasochłonność jako niską (M = 2,44 na skali 1-6), a zrozumiałość jako wysoką (M = 5,62 na skali 1-6). Wnioski: Uzyskane wyniki wskazują na występowanie objawów choroby symulatorowej nawet w symulatorach wiernie odzwierciedlających ruch kabiny pojazdu. Oceny narzędzia przez osoby badane i poziom zaangażowania w pracę z kwestionariuszem wskazują na jego pozytywny odbiór. Med. Abstract Background: A phenomenon of simulator sickness is measurable in terms of physiological symptoms. The article presents the practical use of the Simulator Sickness Questionnaire (SSQ) in post-exposure research, together with feedback given by the examined drivers. Material and Methods: The study was conducted on the AutoSim AS 1600 simulator, and involved 130 drivers attending preliminary and periodic qualification courses in road transportation. The following tools were used throughout the research: the SSQ by Kennedy et al., translated into Polish by Biernacki et al. (with symptoms including nausea, oculomotor disturbances & disorientation symptoms, and the SSQ total), and a tool evaluating the SSQ (comprehensibility and time consumption on a 1-6 scale). Results: In the study group (N = 130), some statistically significant differences in the SSQ results were observed. Among younger drivers (<29.5 years old) an increased intensity of the simulator sickness symptoms after simulation was recorded (nausea and the SSQ total), and among older drivers (>29.5 years old)-the disorientation symptoms after simulation. The length of sleep and the quality assessment of the conducted task were higher in the asymptomatic groups. Also, the results indicate a positive reception of the tool by the examined individuals (N = 113), with time consumption marked as low (M = 2.44 on a 1-6 scale) and comprehensibility as high (M = 5.62 on a 1-6 scale). Conclusions: The research indicates the occurrence of simulator sickness symptoms even in simulators, which accurately reflect vehicle movements. The feedback given by the examined individuals, together with the level of involvement in the SSQ use, indicates a positive reception of the tool.
This presentation covers the following topics relative to VR research methods for Cognitive Neuroscience and Neuropsychology 1. Identification of necessary technological knowledge for the effective implementation of immersive virtual... more
This presentation covers the following topics relative to VR research methods for Cognitive Neuroscience and Neuropsychology 1. Identification of necessary technological knowledge for the effective implementation of immersive virtual reality research tools without the presence of VR Induced Symptoms and Effects (VRISE) which may compromise both neuropsychological and neuroscientific data. 2. Development and Validation of an evaluation tool (e.g., questionnaire) for the quality of immersive VR research/clinical software in terms of user experience (UX) , game mechanics, in-game assistance, and VRISE. 3. Cost-effective (i.e., without depending on third-parties such as freelancers and software development companies) development of VR-EAL, guidelines for the development of immersive VR research/clinical software.
Virtual reality has grown rapidly over the past decade, yet visually induced motion sickness (VIMS), continues to affect the usability of this technology. Aside from medicine, physical hand-eye-coordination tasks have been found to be... more
Virtual reality has grown rapidly over the past decade, yet visually induced motion sickness (VIMS), continues to affect the usability of this technology. Aside from medicine, physical hand-eye-coordination tasks have been found to be effective in mitigating symptoms of VIMS, however the need for equipment outside of virtual reality limits the usefulness of these mitigation techniques. In this study, 21 participants were sickened via a virtual obstacle course and used one of two mitigation techniques. The first, natural decay, is simply waiting outside the virtual environment (VE) for symptoms to subside; the other was a virtual peg-in-hole task, performed in the VE with a gamepad. A paired samples t-test confirmed that the virtual obstacle course induced VIMS. Both mitigation techniques significantly lessened the symptoms of VIMS, but there were no significant differences in the effectiveness of mitigation between the two techniques. A virtual mitigation method allowing continued immersion in a VE would pave the way for long-term immersion virtual reality studies, involving topics such as vigilance or training.
The optic flow patterns generated by virtual reality (VR) systems typically produce visually induced experiences of self-motion (vection). While this vection can enhance presence in VR, it is often accompanied by a variant of motion... more
The optic flow patterns generated by virtual reality (VR) systems typically produce visually induced experiences of self-motion (vection). While this vection can enhance presence in VR, it is often accompanied by a variant of motion sickness called simulator sickness (SS). However, not all vection experiences are the same. In terms of perceived heading and/or speed, visually simulated self-motion can be either steady or changing. It was hypothesized that changing vection would lead to more SS. Participants viewed an optic flow pattern that either steadily expanded or alternately expanded and contracted. In one experiment, SS was
measured pretreatment and after 5 min of viewing using the Simulator Sickness Questionnaire. In a second experiment employing the same stimuli, vection onset and magnitude were measured using a computerinterfaced slide indicator. The steadily expandingflow pattern, compared to the expanding and contracting pattern, led to: 1) significantly less SS, 2) lower subscores for nausea, oculomotor, and disorientation symptoms, 3) more overall vection magnitude, and 4) less changing vection. Collectively, these results suggest that changing vection exacerbate SS.
Driving simulator is an important tool for driver’s training and driving behavior studies. A driving simulator offers a safe and replicable virtual driving environment, but on the other hand causes simulator sickness for many drivers. Our... more
Driving simulator is an important tool for driver’s training and driving behavior studies. A driving simulator offers a safe and replicable virtual driving environment, but on the other hand causes simulator sickness for many drivers. Our motivation was to study what kind of simulator sickness symptoms subjects will have in our driving simulator with stereoscopic driving view. Simulator Sickness Questionnaire (SSQ) offers a valuable tool for the evaluation of the appearance of simulator sickness. It does not give, however, temporal information on the levels of nausea or on the exact instant of the appearance of different adverse symptoms during driving. In this paper, we present a method for studying the time course of the appearance of nausea and different symptoms during a driving experiment (TMSS, Temporal Method for Simulation Sickness). The method is based on periodically asking the driver on the intensity of possible nausea or other symptoms during driving. According to the present study, the method reveals that driver’s level of nausea may vary a lot during a single simulation experiment, and in many cases it does not correlate with the results of Simulation Sickness Questionnaire. TMSS is also a useful tool in determining factors related to the appearance of nausea and other symptoms of simulator sickness.
In virtual reality the navigation task can generate motion sickness also called simulator sickness or cyber-sickness. This in mainly due to the lack of sensory feedbacks during the task. The presented work aims at studying proprioceptive... more
In virtual reality the navigation task can generate motion sickness also called simulator sickness or cyber-sickness. This in mainly due to the lack of sensory feedbacks during the task. The presented work aims at studying proprioceptive vibrations for improving the navigation task, decreasing simulator sickness and improving the sense of presence. In this study, proprioceptive vibrations are used to stimulate the lower gluteus maximus muscles during the avatar displacement in the virtual world. The experiment shows the impact of proprioceptive vibrations on navigation task.
With the rising of the videogame industry as one of the leading sectors in the global economy and the increase in the number of players, manufacturers of headmounted displays -a device primarily used in the defense industry- are now... more
With the rising of the videogame industry as one of the leading sectors in the global economy and the increase in the number of players, manufacturers of headmounted displays -a device primarily used in the defense industry- are now targeting the consumer market. Immersive virtual environments are associated in the literature with simulator sickness, but there is little research regarding the side effects of head- mounted displays in videogame players, despite its plausible impact in a huge number of potential users. The present paper presents the result of an experimental study assessing and comparing the symptoms of simulator sickness in players using headmounted displays and computer screens. The difference between the groups is significant, showing an increase of side effects in headmounted display users, particularly manifested as eye strain and other symptoms associated with discomfort.
Simulator sickness is a common problem when using centrifuge-based flight simulator. During centrifuge-based training, achieving a G-baseline level and returning to a complete stop after each G-profile still cause unpleasant sensations... more
Simulator sickness is a common problem when using centrifuge-based flight simulator. During centrifuge-based training, achieving a G-baseline level and returning to a complete stop after each G-profile still cause unpleasant sensations and motion sickness. The aim of this study was to determine the optimal G-baseline level and the optimal approach motion cueing when the centrifuge-based flight simulator achieved and returned from this G-baseline level. A model of motion sickness incidence (MSI) was used to elucidate the optimal solution of motion cueing. The motion stimuli were computed based on an inverse kinematics model of the centrifuge-based motion system. For each analysed G-baseline profile, there were stimuli that provoked the occurrence of MSI. These stimuli were directly proportional to the applied G-onset rate. There was found the optimal G-baseline level at 1.41 G and optimal motion cueing (0.05 G/s) that gave the minimal MSI. Up to 41% and 32% a reduction in the MSI could be obtained during the achievement and return from this G-baseline level, respectively. In order to confirm obtained results further studies should be performed with participants in an actual centrifuge-based flight simulator.
While many virtual reality game projects are attempting to reproduce traditional screen- based digital game mechanics and genres, the authors of this paper used their appreciation for experiential games and participatory art to explore... more
While many virtual reality game projects are attempting to reproduce traditional screen- based digital game mechanics and genres, the authors of this paper used their appreciation for experiential games and participatory art to explore new experimental design approaches and phenomenological impacts for virtual reality experiences. In doing so, they made several discoveries that they believe will be of unique value to other practitioners designing virtual reality games for entertainment, social impact and artistic effect.
ABSTRACT In this paper, we discuss our experimental results on Simulator Sickness (SS). A series of experiments were conducted in our Virtual Reality (VR) Lab. Our aim was to investigate the correlations between the perception of depth... more
ABSTRACT In this paper, we discuss our experimental results on Simulator Sickness (SS). A series of experiments were conducted in our Virtual Reality (VR) Lab. Our aim was to investigate the correlations between the perception of depth and the feeling of discomfort, as well as the role of gameplay regarding the familiarity of the viewer with computer games in the feeling of discomfort. Participants were immersed in two different stereoscopic landscapes projected on a semi-cylindrical screen. The results indicate that participants have felt simulator sickness more intensely in the landscape where they perceived less depth cues. We also observed that participants who often played computer games felt simulator sickness less than others.
Parkinson’s disease (PD) is a neurological disorder that usually appears in the 6th decade of life and affects up to 2% of older people (65 years and older). Its therapeutic management is complex and includes not only pharmacological... more
Parkinson’s disease (PD) is a neurological disorder that usually appears in the 6th decade of life and affects up to 2% of older people (65 years and older). Its therapeutic management is complex and includes not only pharmacological therapies but also physiotherapy. Exercise therapies have shown good results in disease management in terms of rehabilitation and/or maintenance of physical and functional capacities, which is important in PD. Virtual reality (VR) could promote physical activity in this population. We explore whether a commercial wearable head-mounted display (HMD) and the selected VR exergame could be suitable for people with mild–moderate PD. In all, 32 patients (78.1% men; 71.50 ± 11.80 years) were a part of the study. Outcomes were evaluated using the Simulator Sickness Questionnaire (SSQ), the System Usability Scale (SUS), the Game Experience Questionnaire (GEQ post-game module), an ad hoc satisfaction questionnaire, and perceived effort. A total of 60 sessions wer...
The virtual worlds are photorealistic, the users have difficulty distinguishing the reality and virtuality. The high degree of realism of artificial virtual worlds results in deep immersion in virtual environments. The users immerse... more
The virtual worlds are photorealistic, the users have difficulty distinguishing the reality and virtuality. The high degree of realism of artificial virtual worlds results in deep immersion in virtual environments. The users immerse themselves in the virtual world. The immersion may, however, provoke different undesirable side-effects. The symptoms of motion sickness occurring mainly in transport means (buses, planes, ships, etc.) are also observed among users of virtual worlds where the users usually view moving scenes while they remain physically stationary. In the case of virtual reality it is called cybersickness. The paper presents software techniques to reduce cybersickness among the users of immersive virtual reality environments and analyses the results of experiments showing their efficiency and their impact on the users of virtual worlds.
Visually induced motion sickness (VIMS) can occur via prolonged exposure to visual stimulation that generates the illusion of self-motion (vection). Not everyone is susceptible to VIMS and the neural mechanism underlying susceptibility is... more
Visually induced motion sickness (VIMS) can occur via prolonged exposure to visual stimulation that generates the illusion of self-motion (vection). Not everyone is susceptible to VIMS and the neural mechanism underlying susceptibility is unclear. This study explored the differences of electroencephalographic (EEG) signatures between VIMS-susceptible and VIMS-resistant groups. Thirty-two-channel EEG data were recorded from 12 VIMSsusceptible and 15 VIMS-resistant university students while they were watching two patterns of moving dots: (1) a coherent rotation pattern (vection-inducing and potentially VIMS-provoking pattern), and (2) a random movement pattern (non-VIMS-provoking control). The VIMS-susceptible group exhibited a significantly larger increase in the parietal N2 response when exposed to the coherent rotating pattern than when exposed to control patterns. In members of the VIMS-resistant group, before vection onset, global connectivity from all other EEG electrodes to the right-temporal-parietal and to the right-central areas increased, whereas after vection onset the global connectivity to the right-frontal area reduced. Such changes were not observed in the susceptible group. Further, the increases in N2 amplitude and the identified phase synchronization index were significantly correlated with individual motion sickness susceptibility. Results suggest that VIMS susceptibility is associated with systematic impairment of dynamic cortical coordination as captured by the phase synchronization of cortical activities. Analyses of dynamic EEG signatures could be a means to unlock the neural mechanism of VIMS.
This study examined the effects of simulator sickness (SS) as a function of the visual complexity of animated virtual actors (AVAs) and the virtual environment (VE) in a virtual scene. Visually complex stimuli may be attractive; however,... more
This study examined the effects of simulator sickness (SS) as a function of the visual complexity of animated virtual actors (AVAs) and the virtual environment (VE) in a virtual scene. Visually complex stimuli may be attractive; however, studies on SS indicate the possibility of significant health risks outweighing the expected benefit in virtual reality (VR) simulations. This study used a series of simulations to teach the basic skills required for village fire fighting to manage fires caused by car accidents. The participants learnt in one of 4 experimental conditions; simple (simple AVAs and simple VE), simple world (lifelike AVAs and simple VE), simple AVAs (simple AVAs and lifelike VE) and lifelike (lifelike AVAs and lifelike VE). We predicted that: (1) SS ratings would increase with the scenes’ visual complexity and (2) simpler VEs would compensate for the effects of visually complex AVAs. Surprisingly, the results contradicted our predictions, with no effect of either variabl...
Background: The current study investigated the effects that vertical display oscillation had on the development of both vection and simulator sickness. Methods: Sixteen subjects were exposed to optic flow displays, which simulated either:... more
Background: The current study investigated the effects that vertical display oscillation had on the development of both vection and simulator sickness. Methods: Sixteen subjects were exposed to optic flow displays, which simulated either: (i) constant velocity forward self-motion (pure radial flow); or (ii) combined constant velocity forward and vertically oscillating self-motion (radial flow with vertical oscillation
at one of three frequencies: 1.8, 3.7 or 7.4 Hz). During each 10-min display exposure, subjects rated the strength of their vection and 8 symptoms listed on the Subjective Symptoms of Motion Sickness (SSMS) scale at 2-min intervals. Subjects also completed the Simulator Sickness Questionnaire (SSQ) designed by Kennedy and colleagues before and after each trial, which generated a total SSQ score and three SSQ subscores (nausea, oculomotor symptoms, and disorientation). Results: Vertically oscillating displays (Mean =
5.51; S.D. = 2.5) were found to produce significantly stronger vection ratings than non-oscillating displays (Mean = 3.56; S.D. = 2.1). Vertically oscillating displays (Mean = 58.18; S.D. = 32.2) were also found to produce significantly more severe sickness (as rated by total SSQ scores) than non-oscillating displays (Mean = 29.67; S.D. = 24.7). Both vection and sickness symptoms increased in magnitude with prolonged exposure to optic flow. Conclusions: Our findings appear to represent a special case in visual self-motion perception,
where high-frequency vertical oscillation both enhances vection and increases simulator sickness, when it is
incorporated into an optic flow display simulating constant velocity self-motion in depth.