Simulator Sickness Research Papers - Academia.edu (original) (raw)
2025, Multisensory Research
Despite the technological advancements in Virtual Reality (VR), users are constantly combating feelings of nausea and disorientation, the so-called cybersickness. Cybersickness symptoms cause severe discomfort and hinder the immersive VR... more
Despite the technological advancements in Virtual Reality (VR), users are constantly combating feelings of nausea and disorientation, the so-called cybersickness. Cybersickness symptoms cause severe discomfort and hinder the immersive VR experience. Here we investigated cybersickness in 360-degree head-mounted display VR. In traditional 360-degree VR experiences, translational movement in the real world is not reflected in the virtual world, and therefore self-motion information is not corroborated by matching visual and vestibular cues, which may trigger symptoms of cybersickness. We evaluated whether a new Artificial Intelligence (AI) software designed to supplement the 360-degree VR experience with artificial six-degrees-of-freedom motion may reduce cybersickness. Explicit (simulator sickness questionnaire and Fast Motion Sickness (FMS) rating) and implicit (heart rate) measurements were used to evaluate cybersickness symptoms during and after 360-degree VR exposure. Simulator si...
2025
La comprehension de la dynamique oculo-vestibulaire pendant un rearrangement sensoriel dans le systeme nerveux central joue un role extremement important pour mieux apprehender la perception humaine, et ameliore la technologie dans de... more
La comprehension de la dynamique oculo-vestibulaire pendant un rearrangement sensoriel dans le systeme nerveux central joue un role extremement important pour mieux apprehender la perception humaine, et ameliore la technologie dans de nombreux domaines de l'ingenierie. Par ailleurs, le conflit sensoriel qui apparait entre les systemes oculaire, vestibulaire et proprioceptif pendant un rearrangement sensoriel a certains instants peut affecter grandement la performance d'un utilisateur dans un grand nombre d'applications telles que la simulation de vol/conduite, les systemes d'affichage 3D echelle 1, les affichages de grande taille, les serious games, etc. De fait, connaitre la condition dans laquelle le conflit sensoriel apparait est d'une grande importance. Cette etude a pour objectif la comprehension de la nature du conflit sensoriel par la modelisation et des etudes subjectives, ainsi que les conditions dans lesquelles ce conflit apparait dans un environnement ...
2025
The relationship between vection (illusory self-motion) and cybersickness is complex. This pilot study examined whether only unexpected vection provokes sickness during head-mounted display (HMD) based virtual reality (VR). 20... more
The relationship between vection (illusory self-motion) and cybersickness is complex. This pilot study examined whether only unexpected vection provokes sickness during head-mounted display (HMD) based virtual reality (VR). 20 participants ran through the tutorial of Mission: ISS (an HMD VR app) until they experienced notable sickness (maximum exposure was 15 minutes). We found that: 1) cybersickness was positively related to vection strength; and 2) cybersickness appeared to be more likely to occur during unexpected vection. Given the implications of these findings, future studies should attempt to replicate them and confirm the unexpected vection hypothesis with larger sample sizes and rigorous experimental designs. • Human-centered computing → Visualization; Visualization theory, concepts and paradigms.
2025, Frontiers in Psychology
2025, Journal of Eye Movement Research
rode on a virtual roller coaster simulation. We compare participants scoring high versus low on presence. During the ride, the eye movements and subjective ex post presence judgments were assessed. We found high sensations of presence... more
rode on a virtual roller coaster simulation. We compare participants scoring high versus low on presence. During the ride, the eye movements and subjective ex post presence judgments were assessed. We found high sensations of presence to be associated with fewer fixations and a tendency towards longer fixation durations. In contrast to the immersive tendency trait, eye movement parameters can predict presence.
2025, Sensors
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 were completed safely (without adverse effects (no SSQ symptoms) and with low scores in the negative experiences of the GEQ (0.01-0.09/4)), satisfaction opinions were positive (88% considered the training "good" or "very good"), and the average usability of the wearable HMD was good (75.16/100). Our outcomes support the feasibility of a boxing exergame combined with a wearable commercial HMD as a suitable physical activity for PD and its applicability in different environments due to its safety, usability, low cost, and small size. Future research is needed focusing on postural instability, because it seems to be a symptom that could have an impact on the success of exergaming programs aimed at PD.
2025, Sensors
Immersive virtual reality (IVR) uses customized and advanced software and hardware to create a digital 3D reality in which all of the user’s senses are stimulated with computer-generated sensations and feedback. This technology is a... more
Immersive virtual reality (IVR) uses customized and advanced software and hardware to create a digital 3D reality in which all of the user’s senses are stimulated with computer-generated sensations and feedback. This technology is a promising tool that has already proven useful in Parkinson’s disease (PD). The risk of falls is very high in people with PD, and reaction times and processing speed may be markers of postural instability and functionality, cognitive impairment and disease progression. An exploratory study was conducted to explore the feasibility of reaction time tests performed in IVR as predictors of falls. A total of 26 volunteers (79.2% male; 69.73 ± 6.32 years) diagnosed with PD (1.54 ± 0.90 H&Y stage; 26.92 ± 2.64 MMSE) took part in the study. IVR intervention was feasible, with no adverse effects (no Simulator Sickness Questionnaire symptoms). IVR reaction times were related (Spearman’s rho) to functionality (timed up and go test (TUG) (rho = 0.537, p = 0.005); TUG...
2025, Frontiers in Virtual Reality
Background:The introduction of new visual technologies increases the risk of visually induced motion sickness (VIMS). The aim was to evaluate the 6-item Visually Induced Motion Sickness Susceptibility Questionnaire (VIMSSQ; also known as... more
Background:The introduction of new visual technologies increases the risk of visually induced motion sickness (VIMS). The aim was to evaluate the 6-item Visually Induced Motion Sickness Susceptibility Questionnaire (VIMSSQ; also known as the VIMSSQ-short) and other predictors for individual susceptibility to VIMS.Methods:Healthy participants (10M + 20F), mean age 22.9 (SD 5.0) years, viewed a 360° panoramic city scene projected in the visual equivalent to the situation of rotating about an axis tilted from the vertical. The scene rotated at 0.2 Hz (72° s−1), with a ‘wobble’ produced by superimposed 18° tilt on the rotational axis, with a field of view of 83.5°. Exposure was 10 min or until moderate nausea was reported. Simulator Sickness Questionnaire (SSQ) was the index of VIMS. Predictors/correlates were VIMSSQ, Motion Sickness Susceptibility Questionnaire (MSSQ), migraine (scale), syncope, Social & Work Impact of Dizziness (SWID), sleep quality/disturbance, personality (“Big Five...
2025
Motion sickness is a persistent problem in many forms of transport. It affects most of the population, is debilitating for the sufferer and can disrupt the journey for the rest. Automated Vehicles (AV‟s) offer greater flexibility in cabin... more
Motion sickness is a persistent problem in many forms of transport. It affects most of the population, is debilitating for the sufferer and can disrupt the journey for the rest. Automated Vehicles (AV‟s) offer greater flexibility in cabin design particularly in the future where no physical controls are required. This poses additional risks to passenger wellbeing with increased levels of motion sickness when passengers and historical drivers are multi-tasking. This study demonstrates a device that can predict real time occupant motion sickness based on motion, head tilt and ambient conditions. Recovery is also considered for multiple journeys. The device can be easily modified to reflect an individual‟s susceptibility or use group settings for the general population. Index Terms Automated Vehicle, Motion sickness, Wellbeing, Prediction.
2025, Applied Ergonomics
This document is the author's post-print version, incorporating any revisions agreed during the peer-review process. Some differences between the published version and this version may remain and you are advised to consult the published... more
This document is the author's post-print version, incorporating any revisions agreed during the peer-review process. Some differences between the published version and this version may remain and you are advised to consult the published version if you wish to cite from it.
2025, The Polish Journal of Aviation Medicine, Bioengineering and Psychology
The additional tasks (CDFT, auditory NBT, or DDT) applied to improve the eff ectiveness of SD training in the Gyro-IPT simulator do not signifi cantly change unwanted eff ects, such as simulator sickness.
2025, International Journal of Psychophysiology
2025, 2013 3DTV Vision Beyond Depth (3DTV-CON)
2025, 2022 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct)
2025, IEEE Transactions on Visualization and Computer Graphics
With advances in Virtual Reality (VR) technology, user expectation for a near-perfect experience is also increasing. The push for a wider field-of-view can increase the challenges of correcting lens distortion. Past studies on imperfect... more
With advances in Virtual Reality (VR) technology, user expectation for a near-perfect experience is also increasing. The push for a wider field-of-view can increase the challenges of correcting lens distortion. Past studies on imperfect VR experiences have focused on motion sickness provoked by vection-inducing VR stimuli and discomfort due to mismatches in accommodation and binocular convergence. Disorientation and discomfort due to unintended optical flow induced by lens distortion, referred to as dynamic distortion (DD), has, to date, received little attention. This study examines and models the effects of DD during head rotations with various fixed gazes stabilized by vestibulo-ocular reflex (VOR). Increases in DD levels comparable to lens parameters from poorly designed commercial VR lenses significantly increase discomfort scores of viewers in relation to disorientation, dizziness, and eye strain. Cross-validated results indicate that the model is able to predict significant differences in subjective scores resulting from different commercial VR lenses and these predictions correlated with empirical data. The present work provides new insights to understand symptoms of discomfort in VR during user interactions with static world-locked / space-stabilized scenes and contributes to the design of discomfort-free VR headset lenses.
2025, Frontiers in Virtual Reality
Visually induced circular vection (CV) has been the subject of a wide range of functional brain and behavioral research. Participants in MRI or PET studies on CV were mostly in a supine viewing position, while participants in behavioral... more
Visually induced circular vection (CV) has been the subject of a wide range of functional brain and behavioral research. Participants in MRI or PET studies on CV were mostly in a supine viewing position, while participants in behavioral studies on CV were mostly in an upright viewing position. This study examines the effects of viewing positions (upright and supine) on roll CV reported by 16 participants while watching random dots (92 × 60 degrees field-of-view) rotating at different angular velocities (2, 4, 8, 16, 32, 64 deg/s) for 30 s. Viewing positions affected roll CV durations differently depending on the stimulation velocities. At slower velocities (2, 4, and 8 deg/s), participants exhibited significantly longer roll CV sensations when they were sitting in an upright position as opposed to lying in a supine position. The onset of roll CV was also significantly earlier with participants in an upright position despite similar roll CV intensities in both viewing positions. Sign...
2025, AIAA AVIATION FORUM AND ASCEND 2024
This paper aims to investigate cybersickness (CS) in prolonged exposure to VR simulations, a condition that affects individuals who engage in long-term VR experiences. Cybersickness symptoms encompass oculomotor strain, nausea,... more
This paper aims to investigate cybersickness (CS) in prolonged exposure to VR simulations, a condition that affects individuals who engage in long-term VR experiences. Cybersickness symptoms encompass oculomotor strain, nausea, disorientation, and severe headaches, typically dissipating within a few hours after discontinuing VR use. However, the implications become more profound as companies like META and NASA explore the integration of VR technology in diverse settings, including classrooms of all ages, astronaut training programs, firefighting education, and emergency medicine. Notably, the National Institute for Occupational Safety and Health (NIOSH) is currently implementing VR-operated systems for mine search and rescue training, underscoring the critical importance of comprehending and mitigating cybersickness to maximize the success of rescue operations. Thus, this paper reviews existing research on cybersickness and investigates the application of using an omnidirectional treadmill and a maze simulation to study sensory conflict theories. Participants' vital signs and self-reported symptoms were measured while the impact of physical movement alignment with VR visuals was determined. Our findings highlight the importance of addressing cybersickness in the context of expanding VR applications.
2025, Bioengineering
Together with the wide range of possible benefits for the rehabilitation/training of people with multiple sclerosis (pwMS) and other neurologic conditions, exposure to immersive virtual reality (VR) has often been associated with... more
Together with the wide range of possible benefits for the rehabilitation/training of people with multiple sclerosis (pwMS) and other neurologic conditions, exposure to immersive virtual reality (VR) has often been associated with unpleasant symptoms, such as transient dizziness, headache, nausea, disorientation and impaired postural control (i.e., cybersickness). Since these symptoms can significantly impact the safety and tolerability of the treatment, it appears important to correctly estimate their presence and magnitude. Given the existing data scarcity, this study aims to assess the existence and severity of possible adverse effects associated with exposure to immersive VR in a cohort of pwMS using both objective measurements of postural control effectiveness and subjective evaluations of perceived symptoms. To this aim, postural sway under upright quiet posture (in the presence and absence of visual input) of 56 pwMS with an Expanded Disability Status Scale score (EDSS) in the range of 0-6.5 (mean EDSS 2.3) and 33 unaffected individuals was measured before and after a 10-min immersive VR session and at 10 min follow-up on the basis of center of pressure (COP) trajectories. The severity of cybersickness symptoms associated with VR exposure was also self-rated by the participants using the Italian version of the Simulator Sickness Questionnaire (SSQ). Temporary impairments of postural control in terms of significantly increased sway area were observed after the VR session only in pwMS with mild-moderate disability (i.e., EDSS in the range of 2.5-6.5) in the presence of visual input. No changes were observed in pwMS with low disability (EDSS 0-2) and unaffected individuals. In contrast, when the visual input was removed, there was a decrease in sway area (pwMS with mild-moderate disability) and COP path length relating to the use of VR (pwMS with mild-moderate disability and unaffected individuals), thus suggesting a sort of "balance training effect". Even in this case, the baseline values were restored at follow-up. All participants, regardless of their status, experienced significant post-VR side effects, especially in terms of blurred vision and nausea. Taken together, the findings of the present study suggest that a short immersive VR session negatively (eyes open) and positively (eyes closed) impacts the postural control of pwMS and causes significant disorientation. However, such effects are of limited duration. While it is reasonable to state that immersive VR is sufficiently safe and tolerable to not be contraindicated in the rehabilitation/training of pwMS, in order to reduce possible negative effects and maximize the efficacy, safety and comfort of the treatment, it appears necessary to develop specific guidelines that consider important factors like individual susceptibility, maximum exposure time according to the specific features of the simulation, posture to adopt and protocols to assess objective and perceived effects on participants.
2025, Acta Astronautica
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 Gbaseline 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 -1 ) 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.
2025
Virtual Reality (VR) has come a long way since its inception and with the recent advancements in technology, high end VR headsets are now commercially available. Although these headsets offer full motion tracking capabilities, locomotion... more
Virtual Reality (VR) has come a long way since its inception and with the recent advancements in technology, high end VR headsets are now commercially available. Although these headsets offer full motion tracking capabilities, locomotion in VR is yet to be fully solved due to space constraints, potential VR sickness and problems with retaining immersion. Teleportation is the most popular locomotion technique in VR as it allows users to safely navigate beyond the confines of the available positional tracking space without inducing VR sickness. It has been argued that the use of teleportation doesn't facilitate the use of natural walking input which is considered to have a higher presence because teleportation is faster, requires little physical effort and uses limited available tracking space. When a user walks to the edge of the tracking space, he/she must switch to teleportation. When navigating in the same direction, available walking space does not increase, which forces users to remain stationary and continue using teleportation. We present redirected teleportation, a novel locomotion method that increases tracking space usage and natural walking input by subtle reorientation and repositioning of the user. We first analyzed the positional tendencies of the users as they played popular games implementing teleportation and found the utilization of the tracking space to be limited. We then compared redirected teleportation with regular teleportation using a navigation task in three different environments. Analysis of our data show that although redirected walking takes more time, users used significantly fewer teleports and more natural walking input while using more of the available tracking space. The increase in time is largely due to users walking more, which takes more time than using teleportation. Our results provide evidence that redirected teleportation may be a viable approach to increase the usage of natural walking input while decreasing the dependency on teleportation.
2024, Experimental Brain Research
Visually induced motion sickness (VIMS) is a well-known side effect of virtual reality (VR) immersion, with symptoms including nausea, disorientation, and oculomotor discomfort. Previous studies have shown that pleasant music, odor, and... more
Visually induced motion sickness (VIMS) is a well-known side effect of virtual reality (VR) immersion, with symptoms including nausea, disorientation, and oculomotor discomfort. Previous studies have shown that pleasant music, odor, and taste can mitigate VIMS symptomatology, but the mechanism by which this occurs remains unclear. We predicted that positive emotions influence the VIMS-reducing effects. To investigate this, we conducted an experimental study with 68 subjects divided into two groups. The groups were exposed to either positive or neutral emotions before and during the VIMS-provoking stimulus. Otherwise, they performed exactly the same task of estimating the time-to-contact while confronted with a VIMS-provoking moving starfield stimulation. Emotions were induced by means of pre-tested videos and with International Affective Picture System (IAPS) images embedded in the starfield simulation. We monitored emotion induction before, during, and after the simulation, using the Self-Assessment Manikin (SAM) valence and arousal scales. VIMS was assessed before and after exposure using the Simulator Sickness Questionnaire (SSQ) and during simulation using the Fast Motion Sickness Scale (FMS) and FMS-D for dizziness symptoms. VIMS symptomatology did not differ between groups, but valence and arousal were correlated with perceived VIMS symptoms. For instance, reported positive valence prior to VR exposure was found to be related to milder VIMS symptoms and, conversely, experienced symptoms during simulation were negatively related to subjects' valence. This study sheds light on the complex and potentially bidirectional relationship of VIMS and emotions and provides starting points for further research on the use of positive emotions to prevent VIMS.
2024, Multisensory Research
Virtual Reality experienced through head mounted displays often leads to vection, discomfort and sway in the user. This study investigated the effect of motion direction and eccentricity on these three phenomena using optic flow patterns... more
Virtual Reality experienced through head mounted displays often leads to vection, discomfort and sway in the user. This study investigated the effect of motion direction and eccentricity on these three phenomena using optic flow patterns displayed using the Valve Index. Visual motion stimuli were presented in the centre, periphery or far periphery and moved either in-depth (back and forth) or laterally (left and right). Overall vection was stronger for motion-in-depth compared to lateral motion. Additionally, eccentricity primarily affected stimuli moving in-depth with stronger vection for more peripherally presented motion patterns compared to more central ones. Motion direction affected the various aspects of VR sickness differently and modulated the effect of eccentricity on VR sickness. For stimuli moving in-depth far peripheral presentation caused more discomfort, whereas for lateral motion the central stimuli caused more discomfort. Stimuli moving in-depth led to more head movements in the anterior-posterior direction when the entire visual field was stimulated. Observers demonstrated more head movements in the anterior-posterior direction compared to the medio-lateral direction throughout the entire experiment independent of motion direction or eccentricity of the presented moving stimulus. A correlation showed a positive relationship between dizziness and vection duration and between general discomfort and sway. Identifying where in the visual field motion presented to an individual causes the least amount of VR sickness without losing vection and presence can guide development for Virtual Reality games, training and treatment programs.
2024, 7th International GamiFIN Conference
Virtual reality possesses various properties that have the potential to be beneficial for the visualisation of spatial data, including intuitive gestural affordances for looking around and interacting with data and the illusion of being... more
Virtual reality possesses various properties that have the potential to be beneficial for the visualisation of spatial data, including intuitive gestural affordances for looking around and interacting with data and the illusion of being physically located within a virtual space. However, some properties of the medium might also be detrimental to this purpose, such as limitations of the display technology and the possibility of motion sickness. While the medium is already being used for a variety of 3D visualisation purposes, there is no formulation of clear use-cases for virtual reality as a visualisation tool based on medium-specific considerations. Our work provides a preliminary overview towards this purpose by comparing two versions of an application for visualising environmental data in a mine: a virtual reality version and a standard desktop version. Using an exploratory approach with 26 participants and both qualitative and quantitative methods, the results highlight the ability of virtual reality to engage with spatial cognition but also some pitfalls in the design of user interfaces for interacting with large datasets.
2024, The Polish Journal of Aviation Medicine, Bioengineering and Psychology
The additional tasks (CDFT, auditory NBT, or DDT) applied to improve the eff ectiveness of SD training in the Gyro-IPT simulator do not signifi cantly change unwanted eff ects, such as simulator sickness.
2024, The Polish Journal of Aviation Medicine, Bioengineering and Psychology
Introduction: A previous study conducted in the Gyro-IPT simulator revealed that applied flight scenarios induced minor severity of simulator sickness symptoms in participants. In this study, however, we did not investigate how the... more
Introduction: A previous study conducted in the Gyro-IPT simulator revealed that applied flight scenarios induced minor severity of simulator sickness symptoms in participants. In this study, however, we did not investigate how the severity of symptoms differs between pilots and non-pilots. Therefore, the presented study aimed to examine whether the symptoms of simulator sickness induced in pilots and non-pilots during spatial disorientation (SD) training are significantly different. We were particularly interested in whether the standard flight scenario used in SD training could be a contributing factor in increasing simulator sickness in novice, inexperienced pilots. Method: We used the data from the previous study, where twenty male military pilots (age 31.6 ±8.22) with flight experience (total flight hours 1300 ±1167.4) and 20 non-pilots (age 30.9 ±7.72) were assigned to one of two groups and then exposed to a 1-hour long flight session (12 flight profiles, six involved an SD-co...
2024, The International Journal of Aerospace Psychology
Objective: The aim of this study was to test the effects of visual and vestibular spatial disorientation on the cognitive performance of military aviators while they were piloting a flight simulator. Background: Spatial disorientation... more
Objective: The aim of this study was to test the effects of visual and vestibular spatial disorientation on the cognitive performance of military aviators while they were piloting a flight simulator. Background: Spatial disorientation (SD), the inability to correctly determine the position and orientation of the aircraft in relation to the ground, poses a serious threat in aviation and can impair the cognitive performance of pilots while flying. More evidence is needed on the effects of visual and vestibular SD on cognition in flight simulators. Method: Pilots performed an auditory selective attention (duration discrimination) task (Experiment 1, N = 16) or an auditory working memory (Nback) task (Experiment 2, N = 16) while completing 6 different flight profiles in the disorientation and control conditions in the GYRO-IPT flight simulator. The flight scenarios included 3 visual illusions (false horizon, shape constancy, size constancy) and 3 vestibular illusions (somatogyral illusion, Coriolis effect, the leans). Results: In both experiments the cognitive performance (task accuracy) decreased for flight profiles with the leans illusion. Also, the flight performance (measured as the number of control reversal errors) was worse for the false horizon illusion and for the somatogyral illusion in both experiments. The results suggest that SD, particularly the vestibular illusion of the leans, can impair selective attention and working memory processes.
2024, arXiv (Cornell University)
We are experiencing an upcoming trend of using head mounted display systems in games and serious games, which is likely to become an established practice in the near future. While these systems provide highly immersive experiences, many... more
We are experiencing an upcoming trend of using head mounted display systems in games and serious games, which is likely to become an established practice in the near future. While these systems provide highly immersive experiences, many users have been reporting discomfort symptoms, such as nausea, sickness, and headaches, among others. When using VR for health applications, this is more critical, since the discomfort may interfere a lot in treatments. In this work we discuss possible causes of these issues, and present possible solutions as design guidelines that may mitigate them. In this context, we go deeper within a dynamic focus solution to reduce discomfort in immersive virtual environments, when using first-person navigation. This solution applies an heuristic model of visual attention that works in real time. This work also discusses a case study (as a first-person spatial shooter demo) that applies this solution and the proposed design guidelines.
2024, 2017 IEEE 5th International Conference on Serious Games and Applications for Health (SeGAH)
We are experiencing an upcoming trend of using head mounted display systems in games and serious games, which is likely to become an established practice in the near future. While these systems provide highly immersive experiences, many... more
We are experiencing an upcoming trend of using head mounted display systems in games and serious games, which is likely to become an established practice in the near future. While these systems provide highly immersive experiences, many users have been reporting discomfort symptoms, such as nausea, sickness, and headaches, among others. When using VR for health applications, this is more critical, since the discomfort may interfere a lot in treatments. In this work we discuss possible causes of these issues, and present possible solutions as design guidelines that may mitigate them. In this context, we go deeper within a dynamic focus solution to reduce discomfort in immersive virtual environments, when using first-person navigation. This solution applies an heuristic model of visual attention that works in real time. This work also discusses a case study (as a first-person spatial shooter demo) that applies this solution and the proposed design guidelines.
2024, Research Square (Research Square)
Global interest in applying virtual reality (VR) in research and medicine has grown signi cantly, with potential bene ts for patients suffering from balance disorders, instability, and a high risk of falling. This exploratory study... more
Global interest in applying virtual reality (VR) in research and medicine has grown signi cantly, with potential bene ts for patients suffering from balance disorders, instability, and a high risk of falling. This exploratory study assesses the impact of immersive VR (IVR) delivered through a head-mounted display (HMD) on balance and explores the feasibility of using the HMD VR unit as a standalone posturography tool. Using the Meta Quest 2 HMD and a mid-range Android smartphone equipped with standard sensors, the research employed a VR environment that simulated a ship at sea, with thirty-eight healthy participants with no otoneurologic abnormalities. Measurements were conducted in repeated trials, including static assessments on both stable ground and foam, as well as a 3-meter walk. This was conducted in two settings: one within a VR environment with three different intensity levels and the other in non-VR settings. Statistical analysis and clinical evaluation revealed that IVR with HMD in uences head-level sway velocity, which correlates with increased visual disturbance, suggesting its potential as a low-risk standalone posturography tool.
2024, Transportation Research Part F: Traffic Psychology and Behaviour
It is well established that not only vision but also other sensory modalities affect drivers' control of their vehicles, and that drivers adapt over time to persistent changes in sensory cues (for example in driving simulators), but the... more
It is well established that not only vision but also other sensory modalities affect drivers' control of their vehicles, and that drivers adapt over time to persistent changes in sensory cues (for example in driving simulators), but the mechanisms underlying these behavioural phenomena are poorly understood. Here, we consider the existing literature on how driver steering in slalom tasks is affected by the down-scaling of vestibular cues, and propose a driver model that can explain the empirically observed effects, namely: decreased task performance and increased steering effort during initial exposure, followed by a partial reversal of these effects as task exposure is prolonged. Unexpectedly, the model also reproduced another empirical finding: a local optimum for motion down-scaling, where path-tracking is better than when one-to-one motion cues are available. Overall, the results imply that: (1) drivers make direct use of vestibular information as part of determining appropriate steering, and (2) motion down-scaling causes a yaw rate underestimation phenomenon, where drivers behave as if the simulated vehicle is rotating more slowly than it is. However, (3) in the slalom task, a certain degree of such yaw rate underestimation is beneficial to path tracking performance. Furthermore, (4) behavioural adaptation, as empirically observed in slalom tasks, may occur due to (a) down-weighting of vestibular cues, and/or (b) increased sensitivity to control errors, in determining when to adjust steering and by how much, but (c) seemingly not in the form of a full compensatory rescaling of the received vestibular input. The analyses presented here provide new insights and hypotheses about simulator driving, and the developed models can be used to support research on multisensory integration and behavioural adaptation in both driving and other task domains.
2024
The article reports on the evaluation of an immersive Virtual Reality (VR) device for pilots' training. It is compared with the use of a non-immersive 3D training device, which relies on conventional flat displays. Specifically, the... more
The article reports on the evaluation of an immersive Virtual Reality (VR) device for pilots' training. It is compared with the use of a non-immersive 3D training device, which relies on conventional flat displays. Specifically, the evaluation aimed to compare the usability of both devices with a focus on learning effectiveness. Thus, 12 participants performed a learning task using both devices. The data collected included performance learning and satisfaction. In addition, special attention was paid to mitigating the risk of cybersickness. The results indicated that the non-immersive 3D device was more suitable for knowledge retention, whereas the immersive device decreased training time and the number of instructors' assistance required for practical skills acquisition. In addition, the use of the immersive device did not produce significant symptoms of cybersickness. Finally, both devices proved to be easy to use, with a preference for the immersive one.
2024, The Polish Journal of Aviation Medicine, Bioengineering and Psychology
Studies on simulator sickness take into account an increasing number of factors regarding individual characteristics (e.g., gender, age, experience), testing time as well as simulator testing conditions, to name a few. In addition to the... more
Studies on simulator sickness take into account an increasing number of factors regarding individual characteristics (e.g., gender, age, experience), testing time as well as simulator testing conditions, to name a few. In addition to the symptoms of simulator sickness expressed at the level of subjective indicators, it is also important to consider physiological indicators. The present study was designed to test whether the use of a fi xed-base vs. full-motion simulator infl uences the severity of simulator sickness symptoms and changes in the level of oculomotor variables. Twelve male subjects with age M=29.8, SD=4.26 participated in this study. Each subject performed two 30-minute simulator tasks following the same route. Each of these tasks was performed in diff erent confi guration of a truck simulator manufactured by ETC-PZL Aerospace Industries: Condition 1-fi xed-base simulator, Condition 2-full-motion simulator. Eye movements were recorded during the simulator task. Additionally, the SSQ questionnaire was fi lled out immediately after the simulator task and 1 h after leaving the simulator. The results show a higher level of most symptoms of simulator sickness under 2 nd condition (full-motion simulator). In the case of measurement immediately after completing the task on the simulator, there was an increase in oculomotor problems. On the other hand, the measurement after 1 h also revealed a signifi cant increase in nausea, oculomotor and disorientation. Moreover, after 1 hour, a relationship between nausea symptoms and oculomotor indices was found.
2024, Medycyna pracy
One of the most common methods for studying the simulator sickness issue is the Simulator Sickness Questionnaire (SSQ) (Kennedy et al., 1993). Despite the undoubted popularity of the SSQ, this questionnaire has not as yet been... more
One of the most common methods for studying the simulator sickness issue is the Simulator Sickness Questionnaire (SSQ) (Kennedy et al., 1993). Despite the undoubted popularity of the SSQ, this questionnaire has not as yet been standardized and translated, which could allow us to use it in Poland for research purposes. The aim of our article is to introduce the SSQ to Polish readers, both researchers and practitioners. In the first part of this paper, the studies using the SSQ are discussed, whereas the second part consists of the description of the SSQ test procedure and the calculation method of sample results. Med Pr 2016;67(4):545-555.
2024, International Journal of Occupational Medicine and Environmental Health
Objectives: Studies involving simulators are increasingly popular. We examined to what extent exposure to a variety of test conditions on the simulator affects the level of mood and severity of simulator sickness. In addition, we were... more
Objectives: Studies involving simulators are increasingly popular. We examined to what extent exposure to a variety of test conditions on the simulator affects the level of mood and severity of simulator sickness. In addition, we were interested in finding out to what degree the changes in mood are associated with the severity of the symptoms of simulator sickness. Material and Methods: Twelve men (aged M: 29.8, SD: 4.26) participated in the study, performing two 30-minute tasks in a driving simulator truck (fixed-base and mobile platform). For measuring mood, the UMACL questionnaire was used, and to assess the severity of the symptoms of simulator sickness, the SSQ questionnaire was used. Mood and the severity of simulator sickness symptoms were measured 3 times during the study (pretest, 2 min and 0.5 h after the test). Results: Symptoms of nausea and disorientation occurred after the tests on both simulators. In the case of the mobile platform, exacerbation of the symptoms associated with oculomotor disturbances was observed. These symptoms were particularly severe 2 min after completion of the test on the simulator, and they persisted for at least 0.5 h after the end of the test. The correlations between simulator sickness and mood explained from 35% to 65% of the variance of these variables. In particular, a strong association was observed between the oculomotor disturbances and a decrease in energetic arousal. This refers both to the effect level and the duration of these symptoms. Conclusions: Simulator sickness is a major problem in the use of simulators in both the research and the training of operators. In the conditions involving the mobile platform, not only was a higher severity of the symptoms of simulator sickness observed, but also a decrease in energetic arousal. Therefore, the implementation of the mobile platform can provide an additional source of conflict at the level of incoming stimuli and changes in mood may increase this effect. Thus, it seems important to consider the tasks performed on the simulator in the context of utility and the purpose for which we use them.
2024, Applied Ergonomics
In the study, we checked: 1) how the simulator test conditions affect the severity of simulator sickness symptoms; 2) how the severity of simulator sickness symptoms changes over time; and 3) whether the conditions of the simulator test... more
In the study, we checked: 1) how the simulator test conditions affect the severity of simulator sickness symptoms; 2) how the severity of simulator sickness symptoms changes over time; and 3) whether the conditions of the simulator test affect the severity of these symptoms in different ways, depending on the time that has elapsed since the performance of the task in the simulator. We studied 12 men aged 24e33 years (M ¼ 28.8, SD ¼ 3.26) using a truck simulator. The SSQ questionnaire was used to assess the severity of the symptoms of simulator sickness. Each of the subjects performed three 30-minute tasks running along the same route in a driving simulator. Each of these tasks was carried out in a different simulator configuration: A) fixed base platform with poor visibility; B) fixed base platform with good visibility; and C) motion base platform with good visibility. The measurement of the severity of the simulator sickness symptoms took place in five consecutive intervals. The results of the analysis showed that the simulator test conditions affect in different ways the severity of the simulator sickness symptoms, depending on the time which has elapsed since performing the task on the simulator. The simulator sickness symptoms persisted at the highest level for the test conditions involving the motion base platform. Also, when performing the tasks on the motion base platform, the severity of the simulator sickness symptoms varied depending on the time that had elapsed since performing the task. Specifically, the addition of motion to the simulation increased the oculomotor and disorientation symptoms reported as well as the duration of the after-effects.
2024, Multisensory Research
Despite the technological advancements in Virtual Reality (VR), users are constantly combating feelings of nausea and disorientation, the so-called cybersickness. Cybersickness symptoms cause severe discomfort and hinder the immersive VR... more
Despite the technological advancements in Virtual Reality (VR), users are constantly combating feelings of nausea and disorientation, the so-called cybersickness. Cybersickness symptoms cause severe discomfort and hinder the immersive VR experience. Here we investigated cybersickness in 360-degree head-mounted display VR. In traditional 360-degree VR experiences, translational movement in the real world is not reflected in the virtual world, and therefore self-motion information is not corroborated by matching visual and vestibular cues, which may trigger symptoms of cybersickness. We evaluated whether a new Artificial Intelligence (AI) software designed to supplement the 360-degree VR experience with artificial six-degrees-of-freedom motion may reduce cybersickness. Explicit (simulator sickness questionnaire and Fast Motion Sickness (FMS) rating) and implicit (heart rate) measurements were used to evaluate cybersickness symptoms during and after 360-degree VR exposure. Simulator si...
2024, Journal of NeuroEngineering and Rehabilitation
Background Optic flow—the apparent visual motion experienced while moving—is absent during treadmill walking. With virtual reality (VR), optic flow can be controlled to mediate alterations in human walking. The aim of this study was to... more
Background Optic flow—the apparent visual motion experienced while moving—is absent during treadmill walking. With virtual reality (VR), optic flow can be controlled to mediate alterations in human walking. The aim of this study was to investigate (1) the effects of fully immersive VR and optic flow speed manipulation on gait biomechanics, simulator sickness, and enjoyment in people post-stroke and healthy people, and (2) the effects of the level of immersion on optic flow speed and sense of presence. Methods Sixteen people post-stroke and 16 healthy controls performed two VR-enhanced treadmill walking sessions: the semi-immersive GRAIL session and fully immersive head-mounted display (HMD) session. Both consisted of five walking trials. After two habituation trials (without and with VR), participants walked three more trials under the following conditions: matched, slow, and fast optic flow. Primary outcome measures were spatiotemporal parameters and lower limb kinematics. Secondar...
2024, International Journal of Mechanical Engineering Technologies and Applications
Workload is crucial in managing and maintaining good performance of human resources and allocations. In an advanced manufacturing industry, human job functions had shifted to cognitive tasks. Thus, cognitive workload evaluation should be... more
Workload is crucial in managing and maintaining good performance of human resources and allocations. In an advanced manufacturing industry, human job functions had shifted to cognitive tasks. Thus, cognitive workload evaluation should be used to monitor worker's workload in optimal condition. Most common tool of cognitive workload tools are perceived measurement, like NASA-TLX questionnaire. Despite of its sensitivity to capture workload felt by the workers, this subjective measurement was prone to bias. Objective measurement utilizing biometrics data of the human body during working state was useful to eliminate bias. Cardiac biometrics were one of the many that were closely related to mental activity changes. The objective of this study was to understand the relationship of cardiac biometrics to perceived workload as an indicator of cognitive workload analysis. The study utilized four biometrics, heart rate, HRV low frequency power, total frequency power and ratio of low and high frequency power, were used to analyzed a one hour long cognitive based study case. The study case was designed in a manufacturing planning context referring to manufacturing aptitude tests, to induce cognition process on 30 participants. The biometrics and NASA-TLX score result of all the participants, were then calculated as effect size standardization before input into random forest regressor model to analyze relationship between cardiac biometrics and perceived workload. The result found a moderate relationship between the two (r 2 = 0.576). Features importance also showed the most impactful feature to the model is the effect size of frequency power ratio. However, it is recommended to always consider evaluating multiple cardiac biometrics in workload analysis to ensure good model performance.
2024, BMC Complementary and Alternative Medicine
Background: Flight simulators have been used to train pilots to experience and recognize spatial disorientation, a condition in which pilots incorrectly perceive the position, location, and movement of their aircrafts. However, during or... more
Background: Flight simulators have been used to train pilots to experience and recognize spatial disorientation, a condition in which pilots incorrectly perceive the position, location, and movement of their aircrafts. However, during or after simulator training, simulator sickness (SS) may develop. Spatial disorientation and SS share common symptoms and signs and may involve a similar mechanism of dys-synchronization of neural inputs from the vestibular, visual, and proprioceptive systems. Transcutaneous electrical nerve stimulation (TENS), a maneuver used for pain control, was found to influence autonomic cardiovascular responses and enhance visuospatial abilities, postural control, and cognitive function. The purpose of present study was to investigate the protective effects of TENS on SS. Methods: Fifteen healthy young men (age: 28.6 ± 0.9 years, height: 172.5 ± 1.4 cm, body weight: 69.3 ± 1.3 kg, body mass index: 23.4 ± 1.8 kg/m 2) participated in this within-subject crossover study. SS was induced by a flight simulator. TENS treatment involved 30 minutes simultaneous electrical stimulation of the posterior neck and the right Zusanli acupoint. Each subject completed 4 sessions (control, SS, TENS, and TENS + SS) in a randomized order. Outcome indicators included SS symptom severity and cognitive function, evaluated with the Simulator Sickness Questionnaire (SSQ) and d2 test of attention, respectively. Sleepiness was rated using the Visual Analogue Scales for Sleepiness Symptoms (VAS-SS). Autonomic and stress responses were evaluated by heart rate, heart rate variability (HRV) and salivary stress biomarkers (salivary alpha-amylase activity and salivary cortisol concentration). Results: Simulator exposure increased SS symptoms (SSQ and VAS-SS scores) and decreased the task response speed and concentration. The heart rate, salivary stress biomarker levels, and the sympathetic parameter of HRV increased with simulator exposure, but parasympathetic parameters decreased (p < 0.05). After TENS treatment, SS symptom severity significantly decreased and the subjects were more able to concentrate and made fewer cognitive test errors (p < 0.05). Conclusions: Sympathetic activity increased and parasympathetic activity decreased after simulator exposure. TENS was effective in reducing SS symptoms and alleviating cognitive impairment.
2024, Human Factors: The Journal of the Human Factors and Ergonomics Society
Objective: We examined the effects of several display characteristics of head-mounted displays (HMDs) on simulator sickness (SS). Background: Technological limitations, such as display delay and reduced field of view (FOV), affect... more
Objective: We examined the effects of several display characteristics of head-mounted displays (HMDs) on simulator sickness (SS). Background: Technological limitations, such as display delay and reduced field of view (FOV), affect perception when using an HMD and are often thought to be related to SS. Few studies have examined the relationship between FOV and geometric FOV (image scale factor) or how HMD characteristics may interact. Method: Participants made active head movements to locate objects when viewing a live video via an HMD. Results: Compared with no added delay, an additional 200 ms of display delay did not result in increased SS, as measured by the Simulator Sickness Questionnaire. Furthermore, an effect of image scale factor on SS was not revealed. However, SS was greater when peripheral vision was occluded than when it was not. Peripheral vision moderated the effects of image scale factor and delay on head movement velocity. Conclusion: Occluding peripheral vision may...
2024, 2022 International Conference on Future Trends in Smart Communities (ICFTSC)
Virtual reality have advanced rapidly and are spreading in much of the world for huge numbers of application domains. However the cybersickness appears for many VR users and it is still a significant issue preventing them to feel free to... more
Virtual reality have advanced rapidly and are spreading in much of the world for huge numbers of application domains. However the cybersickness appears for many VR users and it is still a significant issue preventing them to feel free to use VR technology. In most of VR experience, the immersive display system can provoking much more self-motion perceived by eyes than the one given by vestibular systems. Through the sensory conflict theory, the mismatch in visual and vestibular sense causes sickness. In this paper a general framework for applying geometric simplification on the virtual scene is proposed with the aim of lowering the visually induced selfmotion that can be quantified by optic flow analyzed on the rendered images. The synthetized image that includes original scene at central part and simplified scene at peripheral part, are rendered to VR users. The analyzed optic flow on the synthetized images is much less than the one given by the original images.
2024, Proceedings of the Computer Graphics International Conference
Stereo and head tracking are considered as distance perception cues in virtual environments. Several studies have investigated their in uence on several tasks. Results were di erent among studies. In this paper, we conducted a complete... more
Stereo and head tracking are considered as distance perception cues in virtual environments. Several studies have investigated their in uence on several tasks. Results were di erent among studies. In this paper, we conducted a complete experiment investigating the in uence of the stereo and the head tracking in the speci c context of virtual visits of houses during architectural project review with clients. We manipulated the stereo and the head tracking in four conditions and we examined the e ects of the two factors on distance estimations (walls size, habitability, etc.), task di culty, presence and simulator sickness. Results revealed a signi cant e ect of the stereo on the judgement of the habitability, the dimensions of the rooms and task di culty. However, for both features, no signi cant e ects were found on the presence and simulator sickness. CCS CONCEPTS •Human-centered computing → Virtual reality; User studies;
2024, 2017 IEEE Symposium on 3D User Interfaces (3DUI)
Stereo and head tracking are considered as distance perception cues in virtual environment. Several studies have investigated their influence on several tasks. Results were different among studies. In this paper, we conducted a complete... more
Stereo and head tracking are considered as distance perception cues in virtual environment. Several studies have investigated their influence on several tasks. Results were different among studies. In this paper, we conducted a complete experiment investigating the influence of the stereo and head tracking in the specific context of virtual visits of houses during architectural project review with clients. We manipulated the stereo and head tracking in four conditions and we examined effects of the two factors on distance perception (room dimensions, habitability, etc.), task difficulty, presence and simulator sickness. Results reveal a significant effect of the stereo on the estimation of the habitability, the dimensions of the rooms and task difficulty. However, the effect of stereo and head tracking was not significant on the presence and simulator sickness.
2024, 2018 IEEE Games, Entertainment, Media Conference (GEM)
Cybersickness, which is also called Virtual Reality (VR) sickness, poses a significant challenge to the VR user experience. Previous work demonstrated the viability of predicting cybersickness for VR 360 ° videos. Is it possible to... more
Cybersickness, which is also called Virtual Reality (VR) sickness, poses a significant challenge to the VR user experience. Previous work demonstrated the viability of predicting cybersickness for VR 360 ° videos. Is it possible to automatically predict the level of cybersickness for interactive VR games? In this paper, we present a machine learning approach to automatically predict the level of cybersickness for VR games. First, we proposed a novel ranking-rating (RR) score to measure the ground-truth annotations for cybersickness. We then verified the RR scores by comparing them with the Simulator Sickness Questionnaire (SSQ) scores. Next, we extracted features from heterogeneous data sources including the VR visual input, the head movement, and the individual characteristics. Finally, we built three machine learning models and evaluated their performances: the Convolutional Neural Network (CNN) trained from scratch, the Long Short-Term Memory Recurrent Neural Networks (LSTM-RNN) trained from scratch, and the Support Vector Regression (SVR). The results indicated that the best performance of predicting cybersickness was obtained by the LSTM-RNN, providing a viable solution for automatically cybersickness prediction for interactive VR games.
2024, Transportation Research Part F: Traffic Psychology and Behaviour
2024, Data in brief
The data presented in this article are related to the research article entitled "The use of transdermal scopolamine to solve methodological issues raised by gender differences in susceptibility to simulator sickness" (Chaumillon... more
The data presented in this article are related to the research article entitled "The use of transdermal scopolamine to solve methodological issues raised by gender differences in susceptibility to simulator sickness" (Chaumillon et al., 2017) [1]. In an outstanding first demonstration, Kennedy et al. [2] showed that the Simulator Sickness Questionnaire (SSQ) is an appropriate tool to suit the purposes of characterizing motion sickness experienced in virtual environments. This questionnaire has since been used in many scientific studies. Recently, Balk et al. [3] suggested that the proposed segregation of SSQ scores into three subclasses of symptoms might limit the accuracy of simulator sickness assessment. These authors performed a factor analysis based on SSQ scores obtained from nine studies on driving simulators. Although their factor analysis resulted in the same three orthogonal classes of symptoms as Kennedy et al. [2], unlike this pioneering study, no items were att...
2024
Virtual reality (VR) sketching has many advantages for product design and tends to be more and more used among designers and non-designers (end-users). Nevertheless, few studies have focused on the skills needed to use VR sketching for... more
Virtual reality (VR) sketching has many advantages for product design and tends to be more and more used among designers and non-designers (end-users). Nevertheless, few studies have focused on the skills needed to use VR sketching for non-designers especially VR novices in VR software. This study focuses on identifying the cognitive impact of VR sketching compared to traditional sketching on VR expert and VR novice in an experimental setting. Thirty-one participants composed of VR experts (N = 15) and VR novices (N = 16) completed a mental rotation test and then performed one traditional paper and pencil sketching task and two VR sketching tasks. We also measured the participants' movements when using the VR sketching. Results show that VR experts perform better than VR novices in VR sketching because training is an essential element for the quality of traditional and VR sketching. Nevertheless, VR novices with previous training in traditional drawing and/or high mental rotation skills will be able to produce good-quality sketches. In addition, the results show that users moving more in the immersive environment performed better quality sketches if the drawing requires more complex shapes. Our results suggest that VR sketching can be complex to use for a part of the population that may be end-users, especially for those with little experience in traditional and VR sketching and with poor visuospatial abilities. We, therefore, advise to check the non-designers' prior skills, otherwise, it will be necessary to train these users in VR sketching.
2024, BMC Complementary and Alternative Medicine
Background: Flight simulators have been used to train pilots to experience and recognize spatial disorientation, a condition in which pilots incorrectly perceive the position, location, and movement of their aircrafts. However, during or... more
Background: Flight simulators have been used to train pilots to experience and recognize spatial disorientation, a condition in which pilots incorrectly perceive the position, location, and movement of their aircrafts. However, during or after simulator training, simulator sickness (SS) may develop. Spatial disorientation and SS share common symptoms and signs and may involve a similar mechanism of dys-synchronization of neural inputs from the vestibular, visual, and proprioceptive systems. Transcutaneous electrical nerve stimulation (TENS), a maneuver used for pain control, was found to influence autonomic cardiovascular responses and enhance visuospatial abilities, postural control, and cognitive function. The purpose of present study was to investigate the protective effects of TENS on SS. Methods: Fifteen healthy young men (age: 28.6 ± 0.9 years, height: 172.5 ± 1.4 cm, body weight: 69.3 ± 1.3 kg, body mass index: 23.4 ± 1.8 kg/m 2) participated in this within-subject crossover study. SS was induced by a flight simulator. TENS treatment involved 30 minutes simultaneous electrical stimulation of the posterior neck and the right Zusanli acupoint. Each subject completed 4 sessions (control, SS, TENS, and TENS + SS) in a randomized order. Outcome indicators included SS symptom severity and cognitive function, evaluated with the Simulator Sickness Questionnaire (SSQ) and d2 test of attention, respectively. Sleepiness was rated using the Visual Analogue Scales for Sleepiness Symptoms (VAS-SS). Autonomic and stress responses were evaluated by heart rate, heart rate variability (HRV) and salivary stress biomarkers (salivary alpha-amylase activity and salivary cortisol concentration). Results: Simulator exposure increased SS symptoms (SSQ and VAS-SS scores) and decreased the task response speed and concentration. The heart rate, salivary stress biomarker levels, and the sympathetic parameter of HRV increased with simulator exposure, but parasympathetic parameters decreased (p < 0.05). After TENS treatment, SS symptom severity significantly decreased and the subjects were more able to concentrate and made fewer cognitive test errors (p < 0.05). Conclusions: Sympathetic activity increased and parasympathetic activity decreased after simulator exposure. TENS was effective in reducing SS symptoms and alleviating cognitive impairment.
2024
A phenomenon regarding motion sickness mitigation, documented infrequently in the scientific literature on motion countermeasures, involves pre-exposing individuals to unusual motion, resulting in reduced symptoms on subsequent exposures... more
A phenomenon regarding motion sickness mitigation, documented infrequently in the scientific literature on motion countermeasures, involves pre-exposing individuals to unusual motion, resulting in reduced symptoms on subsequent exposures to similar or even dissimilar motion events. The phenomenon does not seem to have the attention that a drug free and rapidly applied technique deserves in literature reviews of motion mitigation. This phenomenon is designated as Adaptive Perceptual Learning (APL) to highlight the idea that some, as yet unexplained, perceptual learning is involved in pre-adapting individuals to motion sickness. The experience of new motion environments that could greatly benefit humanity, such as space travel and cyberlearning, are hampered by symptoms of motion sickness. These environments would benefit from APL if a milder means to induce motion sickness could lessen the symptoms of another, more severe environment. We conducted a study to test APL using visually i...