Literature DB >> 31264611

Cybersickness: a Multisensory Integration Perspective.

Maria Gallagher1, Elisa Raffaella Ferrè1.   

Abstract

In the past decade, there has been a rapid advance in Virtual Reality (VR) technology. Key to the user's VR experience are multimodal interactions involving all senses. The human brain must integrate real-time vision, hearing, vestibular and proprioceptive inputs to produce the compelling and captivating feeling of immersion in a VR environment. A serious problem with VR is that users may develop symptoms similar to motion sickness, a malady called cybersickness. At present the underlying cause of cybersickness is not yet fully understood. Cybersickness may be due to a discrepancy between the sensory signals which provide information about the body's orientation and motion: in many VR applications, optic flow elicits an illusory sensation of motion which tells users that they are moving in a certain direction with certain acceleration. However, since users are not actually moving, their proprioceptive and vestibular organs provide no cues of self-motion. These conflicting signals may lead to sensory discrepancies and eventually cybersickness. Here we review the current literature to develop a conceptual scheme for understanding the neural mechanisms of cybersickness. We discuss an approach to cybersickness based on sensory cue integration, focusing on the dynamic re-weighting of visual and vestibular signals for self-motion.

Entities:  

Keywords:  Cybersickness; Virtual Reality; motion sickness; multisensory integration; vestibular system

Year:  2018        PMID: 31264611     DOI: 10.1163/22134808-20181293

Source DB:  PubMed          Journal:  Multisens Res        ISSN: 2213-4794            Impact factor:   2.286


  10 in total

Review 1.  Immersive media experience: a survey of existing methods and tools for human influential factors assessment.

Authors:  Marc-Antoine Moinnereau; Alcyr Alves de Oliveira; Tiago H Falk
Journal:  Qual User Exp       Date:  2022-06-15

2.  Adaptive Rehabilitation Bots in Serious Games.

Authors:  Imad Afyouni; Abdullah Murad; Anas Einea
Journal:  Sensors (Basel)       Date:  2020-12-09       Impact factor: 3.576

3.  Suitability and Comparison of Questionnaires Assessing Virtual Reality-Induced Symptoms and Effects and User Experience in Virtual Environments.

Authors:  Andrej Somrak; Matevž Pogačnik; Jože Guna
Journal:  Sensors (Basel)       Date:  2021-02-08       Impact factor: 3.576

4.  Virtual Reality for Health Care Professionals During a Pandemic: A Pilot Program.

Authors:  Ivana T Croghan; Ryan T Hurt; Christopher A Aakre; Shawn C Fokken; Karen M Fischer; Stephanie A Lindeen; Darrell R Schroeder; Ravindra Ganesh; Karthik Ghosh; Brent A Bauer
Journal:  J Prim Care Community Health       Date:  2022 Jan-Dec

5.  Alter Game: A Study Protocol on a Virtual "Serious Game" for Relapse Prevention in Patients With Gambling Disorder.

Authors:  Rosaria Giordano; Maria Anna Donati; Lorenzo Zamboni; Francesca Fusina; Caterina Primi; Fabio Lugoboni
Journal:  Front Psychiatry       Date:  2022-04-01       Impact factor: 5.435

6.  Stroboscopic lighting with intensity synchronized to rotation velocity alleviates motion sickness gastrointestinal symptoms and motor disorders in rats.

Authors:  Yuqi Mao; Leilei Pan; Wenping Li; Shuifeng Xiao; Ruirui Qi; Long Zhao; Junqin Wang; Yiling Cai
Journal:  Front Integr Neurosci       Date:  2022-07-28

7.  Electroencephalogram microstates and functional connectivity of cybersickness.

Authors:  Sungu Nam; Kyoung-Mi Jang; Moonyoung Kwon; Hyun Kyoon Lim; Jaeseung Jeong
Journal:  Front Hum Neurosci       Date:  2022-08-22       Impact factor: 3.473

8.  Virtual Reality Tailored to the Needs of Post-ICU Patients: A Safety and Immersiveness Study in Healthy Volunteers.

Authors:  Johan H Vlake; Evert-Jan Wils; Jasper van Bommel; Tim I M Korevaar; Diederik Gommers; Michel E van Genderen
Journal:  Crit Care Explor       Date:  2021-05-12

9.  Factors Associated With Virtual Reality Sickness in Head-Mounted Displays: A Systematic Review and Meta-Analysis.

Authors:  Dimitrios Saredakis; Ancret Szpak; Brandon Birckhead; Hannah A D Keage; Albert Rizzo; Tobias Loetscher
Journal:  Front Hum Neurosci       Date:  2020-03-31       Impact factor: 3.169

10.  Exergaming With Beat Saber: An Investigation of Virtual Reality Aftereffects.

Authors:  Ancret Szpak; Stefan Carlo Michalski; Tobias Loetscher
Journal:  J Med Internet Res       Date:  2020-10-23       Impact factor: 5.428

  10 in total

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