Predicting VR cybersickness and its impact on visuomotor performance using head rotations and field (in)dependence

IF 3.2 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING
A. Maneuvrier, Ngoc-Doan-Trang Nguyen, Patrice Renaud
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Abstract

Introduction: This exploratory study aims to participate in the development of the VR framework by focusing on the issue of cybersickness. The main objective is to explore the possibilities of predicting cybersickness using i) field dependence-independence measures and ii) head rotations data through automatic analyses. The second objective is to assess the impact of cybersickness on visuomotor performance.Methods: 40 participants completed a 13.5-min VR immersion in a first-person shooter game. Head rotations were analyzed in both their spatial (coefficients of variations) and temporal dimensions (detrended fluctuations analyses). Exploratory correlations, linear regressions and clusters comparison (unsupervised machine learning) analyses were performed to explain cybersickness and visuomotor performance. Traditional VR human factors (sense of presence, state of flow, video game experience, age) were also integrated.Results: Results suggest that field dependence-independence measured before exposure to VR explain ¼ of the variance of cybersickness, while the Disorientation scale of the Simulator Sickness Questionnaire predicts 16.3% of the visuomotor performance. In addition, automatic analyses of head rotations during immersion revealed two different clusters of participants, one of them reporting more cybersickness than the other.Discussion: These results are discussed in terms of sensory integration and a diminution of head rotations as an avoidance behavior of negative symptoms. This study suggests that measuring field dependence-independence using the (Virtual) Rod and Frame Test before immersion and tracking head rotations using internal sensors during immersion might serve as powerful tools for VR actors.
利用头部旋转和场(不)依赖性预测虚拟现实晕机及其对视觉运动表现的影响
引言这项探索性研究旨在参与虚拟现实框架的开发,重点关注晕机问题。主要目的是通过自动分析,探索使用 i) 场依赖性-独立性测量和 ii) 头部旋转数据预测晕机的可能性。第二个目标是评估晕动症对视觉运动表现的影响。方法:40 名参与者在第一人称射击游戏中完成了 13.5 分钟的虚拟现实沉浸。对头部旋转的空间维度(变异系数)和时间维度(去趋势波动分析)进行了分析。对相关性、线性回归和聚类比较(无监督机器学习)进行了探索性分析,以解释晕机和视觉运动表现。传统的 VR 人为因素(临场感、流动状态、视频游戏经验、年龄)也被纳入其中:结果表明,在接触 VR 之前测量的场依赖性(field dependence-independence)可以解释 1/4的晕机变异,而模拟器晕机问卷中的迷失量表可以预测 16.3% 的视觉运动表现。此外,对沉浸期间头部旋转的自动分析表明,有两组不同的参与者,其中一组比另一组报告了更多的晕机症状:讨论:这些结果是从感觉统合和减少头部旋转作为消极症状的回避行为的角度进行讨论的。这项研究表明,在沉浸前使用(虚拟)杆和框架测试测量场依赖性-独立性,以及在沉浸期间使用内部传感器跟踪头部旋转,可以作为 VR 表演者的有力工具。
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来源期刊
CiteScore
5.80
自引率
0.00%
发文量
0
审稿时长
13 weeks
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