Exploring Sensory Conflict Effect Due to Upright Redirection While Using VR in Reclining & Lying Positions

Tianren Luo, Zhenxuan He, Chenyang Cai, Teng Han, Zhigeng Pan, Feng Tian
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引用次数: 7

Abstract

When users use Virtual Reality (VR) in nontraditional postures, such as while reclining or lying in relaxed positions, their views lean upwards and need to be corrected, to make sure they see upright contents and perceive the interactions as if they were standing. Such upright redirection is excepted to cause visual-vestibular-proprioceptive conflict, affecting users’ internal perceptions (e.g., body ownership, presence, simulator sickness) and external perceptions (e.g., egocentric space perception) in VR. Different body reclining angles may affect vestibular sensitivity and lead to the dynamic weighting of multi-sensory signals in the sensory integration. In the paper, we investigated the impact of upright redirection on users’ perceptions, with users’ physical bodies tilted at various angles backward and views upright redirected accordingly. The results showed that upright redirection led to simulator sickness, confused self-awareness, weak upright illusion, and increased space perception deviations to various extents when users are at different reclining positions, and the situations were the worst at the 45° conditions. Based on these results, we designed some illusion-based and sensory-based methods, that were shown effective in reducing the impact of sensory conflict through preliminary evaluations.
探究在躺卧位置使用VR时,直立重定向带来的感官冲突效应
当用户以非传统的姿势使用虚拟现实(VR)时,比如躺着或放松地躺着,他们的视线向上倾斜,需要纠正,以确保他们看到直立的内容,并像站着一样感知互动。这种直立重定向除了会引起视觉-前庭-本体感觉的冲突,影响用户在VR中的内部感知(如身体所有权、存在感、模拟器病)和外部感知(如自我中心空间感知)。不同的身体倾斜角度会影响前庭敏感度,导致感觉整合中多感觉信号的动态加权。在本文中,我们研究了直立重定向对用户感知的影响,用户的身体以不同的角度向后倾斜,并相应地重定向直立视图。结果表明:在不同的仰卧位置上,使用者会不同程度地产生模拟器病、自我意识混乱、直立错觉减弱、空间感知偏差增加等现象,其中以45°仰卧位置的情况最为严重。基于这些结果,我们设计了一些基于错觉和感官的方法,通过初步评估显示这些方法可以有效地减少感官冲突的影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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