Tracking motion sickness in dynamic VR environments with EDA signals

IF 2.5 2区 工程技术 Q2 ENGINEERING, INDUSTRIAL
Sujin Seong, Jaehyun Park
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引用次数: 0

Abstract

Virtual reality (VR) has emerged as a mainstream commercial technology with multiple sensory channels, including advanced user interfaces (human-computer). However, the number of users complaining of VR motion sickness (MS) has been rapidly increasing. In this study, VR MS was investigated using subjective questionnaires: simulator sickness questionnaire (SSQ), virtual reality sickness questionnaire (VRSQ), and fast motion sickness scale (FMS) and objective physiological methods: electrodermal activity (EDA). To track VR MS based on symptoms, a model was constructed by applying a polynomial regression method. In addition, this study attempted to determine whether there are differences in MS according to the degree of immersion in a VR environment. Twenty participants (10 males and 10 females) were exposed to a dynamic VR environment through a simple operation method using a head-mounted display (HMD). The coefficients of determination of the objective measurement components were high before and after the rest. In particular, both the SSQ and VRSQ were highest for disorientation, that is, dizziness disorder and difficulty concentrating. This suggests that the timing of the EDA signal data extraction with respect to the rest may be critical. In addition, subjects placed in an immersive VR environment performed the experiment in an unstable and dynamic posture; accordingly, the VR MS score was higher for subjects who participated in the experiment in a more dynamic position. Therefore, we confirmed the possibility of a significant association between VR sickness and postural stability. This study demonstrates the possibility of tracking MS in a dynamic VR environment according to intervals and symptoms using EDA signals, and the stability of posture should be considered in immersed VR environments.

Relevance to industry: The findings here provide insights into the model of tracking motion sickness using the EDA signal to prevent or reduce VR motion sickness. The EDA signal model can benefit the design or development of an immersive VR environment.

利用 EDA 信号跟踪动态 VR 环境中的晕动症
虚拟现实(VR)已成为一种主流商业技术,它具有多种感官渠道,包括先进的用户界面(人机界面)。然而,抱怨 VR 晕动症(MS)的用户数量却在迅速增加。本研究使用主观问卷:模拟器晕动症问卷(SSQ)、虚拟现实晕动症问卷(VRSQ)和快速晕动症量表(FMS)以及客观生理方法:皮电活动(EDA)对 VR MS 进行了调查。为了根据症状追踪虚拟现实 MS,研究人员采用多项式回归法建立了一个模型。此外,本研究还试图确定多发性硬化症是否会根据在 VR 环境中的沉浸程度而有所不同。20 名参与者(10 名男性和 10 名女性)通过使用头戴式显示器(HMD)的简单操作方法接触了动态 VR 环境。在休息前后,客观测量成分的决定系数都很高。其中,迷失方向(即头晕障碍和注意力难以集中)的 SSQ 和 VRSQ 都最高。这表明,相对于休息而言,提取 EDA 信号数据的时机可能至关重要。此外,被置于沉浸式 VR 环境中的受试者是以不稳定的动态姿势进行实验的;因此,以更动态的姿势参与实验的受试者的 VR MS 得分更高。因此,我们证实了 VR 病症与姿势稳定性之间存在显著关联的可能性。这项研究证明了在动态 VR 环境中根据时间间隔和症状使用 EDA 信号追踪 MS 的可能性,并且在沉浸式 VR 环境中应考虑姿势的稳定性:研究结果为利用 EDA 信号追踪晕动症模型以预防或减少 VR 晕动症提供了见解。EDA 信号模型有助于沉浸式 VR 环境的设计或开发。
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来源期刊
International Journal of Industrial Ergonomics
International Journal of Industrial Ergonomics 工程技术-工程:工业
CiteScore
6.40
自引率
12.90%
发文量
110
审稿时长
56 days
期刊介绍: The journal publishes original contributions that add to our understanding of the role of humans in today systems and the interactions thereof with various system components. The journal typically covers the following areas: industrial and occupational ergonomics, design of systems, tools and equipment, human performance measurement and modeling, human productivity, humans in technologically complex systems, and safety. The focus of the articles includes basic theoretical advances, applications, case studies, new methodologies and procedures; and empirical studies.
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