Literature DB >> 31758315

Effects of virtual reality technology locomotive multi-sensory motion stimuli on a user simulator sickness and controller intuitiveness during a navigation task.

Cassandra N Aldaba1, Zahra Moussavi2.   

Abstract

Simulator sickness of users and intuitiveness of controllers contribute to a user's acceptance or rejection of a virtual reality (VR) experiment. However, few studies investigated the effects of different VR locomotive controllers and potential gender effects. Hence, we investigated the effects of different motion stimuli combinations and a user's range of neck motion via two experiments in a gender balanced group. Thus, through separate sessions, young adult participants utilized four common VR locomotive controllers (TiltChair, omni-directional treadmill, VRNChair and joystick) with a head-mounted display to execute the same VR navigation task as we measured simulator sickness by the simulator sickness questionnaire and postural sway. Also, we measured intuitiveness through total traversed distance and execution times. As expected, simulator sickness severity increased with VR exposure time. However, participants had significantly shorter traversed distances and execution times when they utilized the TiltChair and joystick respectively; while, participants had significantly longer execution times when they utilized the omni-directional treadmill. Additionally, female participants easily utilized the TiltChair and omni-directional treadmill because they traversed shorter distances than male participants. Therefore, a VR locomotive controller selection should be based on a target population's characteristics to reduce user simulator sickness and to increase controller intuitiveness. Graphical Abstract The current study investigates the use different virtual reality locomotive controllers to minimize user simulator sickness and maximize controller intuitiveness.

Entities:  

Keywords:  Head-mounted display; Locomotive controller; Multi-sensory integration; Simulator sickness; Virtual reality

Mesh:

Year:  2019        PMID: 31758315     DOI: 10.1007/s11517-019-02070-2

Source DB:  PubMed          Journal:  Med Biol Eng Comput        ISSN: 0140-0118            Impact factor:   2.602


  15 in total

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4.  Alleviating simulator sickness with galvanic cutaneous stimulation.

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Journal:  Hum Factors       Date:  2014-10-13       Impact factor: 2.888

5.  The possible role of nystagmus in motion sickness: a hypothesis.

Authors:  S M Ebenholtz; M M Cohen; B J Linder
Journal:  Aviat Space Environ Med       Date:  1994-11

6.  The virtual reality head-mounted display Oculus Rift induces motion sickness and is sexist in its effects.

Authors:  Justin Munafo; Meg Diedrick; Thomas A Stoffregen
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7.  Effect of viewing mode on pathfinding in immersive Virtual Reality.

Authors:  Paul J White; Ahmad Byagowi; Zahra Moussavi
Journal:  Conf Proc IEEE Eng Med Biol Soc       Date:  2015-08

8.  Design of a Virtual Reality Navigational (VRN) experiment for assessment of egocentric spatial cognition.

Authors:  Ahmad Byagowi; Zahra Moussavi
Journal:  Conf Proc IEEE Eng Med Biol Soc       Date:  2012

9.  Motion sickness adaptation: a neural mismatch model.

Authors:  J T Reason
Journal:  J R Soc Med       Date:  1978-11       Impact factor: 18.000

10.  Validity and reliability of balance assessment software using the Nintendo Wii balance board: usability and validation.

Authors:  Dae-Sung Park; GyuChang Lee
Journal:  J Neuroeng Rehabil       Date:  2014-06-10       Impact factor: 4.262

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  2 in total

1.  Gaze During Locomotion in Virtual Reality and the Real World.

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Journal:  Front Neurosci       Date:  2021-05-24       Impact factor: 4.677

2.  Does Practicing with a Virtual Reality Driving Simulator Improve Spatial Cognition in Older Adults? A Pilot Study.

Authors:  Sogol Masoumzadeh; Zahra Moussavi
Journal:  Neurosci Insights       Date:  2020-11-03
  2 in total

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