Impact of sensorimotor mismatch on virtual reality sickness and user experience: age-related differences in a randomized trial.

IF 5.2 2区 医学 Q1 ENGINEERING, BIOMEDICAL
Elisabeth Jochmann, Thomas Jochmann, Maximilian Weber, Karolin Weigel, Carsten Klingner
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引用次数: 0

Abstract

Background: Virtual reality (VR) technology offers immersive and interactive experiences and is increasingly being explored for rehabilitation therapies. However, concerns about side effects such as nausea and dizziness-collectively referred to as VR sickness-are holding back clinical translation. Sensorimotor mismatches, while potentially beneficial for motor learning, may exacerbate these effects. The age groups in VR applications differ, with younger users common in gaming and older adults prevalent in rehabilitation. This study investigated whether sensorimotor mismatches in a VR-based motor task make the experience more uncomfortable and whether older adults are more affected by these mismatches.

Methods: We conducted a randomized controlled trial with 104 healthy right-handed adults, including elderly participants up to 84 years old, to cover the relevant demographics for rehabilitation. Participants were divided into three intervention groups and performed a VR ball-throwing task using an Oculus Rift S head-mounted display. The groups differed in task difficulty and exposure to deliberately induced sensorimotor mismatches. The design avoided visual-vestibular conflicts typically responsible for VR sickness and instead introduced proprioceptive mismatches during hand-object interaction. VR sickness was measured using the Simulator Sickness Questionnaire (SSQ), and user experience was assessed through a self-developed questionnaire. Statistical analysis was performed using rank-transformed ANOVA, ordinal logistic regression, and Spearman's rho with FDR correction for multiple comparisons.

Results: Results indicated no significant differences in SSQ scores among the three intervention groups, suggesting that sensorimotor mismatches do not increase VR sickness. However, the Mismatch group reported higher levels of exhaustion and frustration compared to the Error-based and Errorless groups, indicating the impact of cognitive strain and task difficulty on user experience. Interestingly, younger participants reported higher (worse) SSQ scores, while older participants experienced weaker symptoms.

Conclusions: VR environments with sensorimotor mismatches during hand-object interaction tasks may be feasible for rehabilitation, as they did not lead to significant discomfort in this setting. Moreover, despite concerns about age-related susceptibility to dizziness, older adults showed high tolerance to VR, supporting its potential for broader applications in rehabilitation settings. This study was reported in accordance with the CONSORT guidelines. It was registered in the German Clinical Trials Register (DRKS00034901).

感觉运动不匹配对虚拟现实疾病和用户体验的影响:随机试验中与年龄相关的差异
背景:虚拟现实(VR)技术提供身临其境的互动体验,越来越多地被用于康复治疗。然而,对恶心和头晕(统称为VR病)等副作用的担忧阻碍了临床转化。感觉运动不匹配虽然对运动学习有潜在的好处,但可能会加剧这些影响。虚拟现实应用的年龄组不同,年轻用户在游戏中常见,而老年人在康复中普遍存在。这项研究调查了在基于vr的运动任务中,感觉运动不匹配是否会使体验更不舒服,以及老年人是否更容易受到这些不匹配的影响。方法:我们对104名健康的右撇子成年人进行了一项随机对照试验,包括84岁以下的老年人,以涵盖相关的康复人口统计数据。参与者被分为三个干预组,并使用Oculus Rift S头戴式显示器执行VR投球任务。这两组在任务难度和故意诱导的感觉运动不匹配暴露方面存在差异。该设计避免了通常导致VR疾病的视觉-前庭冲突,而是在手-物交互过程中引入了本体感觉不匹配。使用模拟器疾病问卷(SSQ)测量VR疾病,并通过自行开发的问卷评估用户体验。统计分析采用秩变换方差分析、有序逻辑回归和Spearman's rho进行多重比较,并进行FDR校正。结果:结果显示,三个干预组的SSQ得分无显著差异,表明感觉运动不匹配不会增加VR疾病。然而,与基于错误组和无错误组相比,错配组报告的疲劳和沮丧程度更高,这表明认知压力和任务难度对用户体验的影响。有趣的是,年轻的参与者报告了更高(更差)的SSQ分数,而年长的参与者则经历了较弱的症状。结论:在手物交互任务中存在感觉运动不匹配的VR环境可能对康复是可行的,因为它们在这种环境中不会导致明显的不适。此外,尽管人们担心与年龄相关的头晕易感性,但老年人对VR表现出很高的耐受性,这支持了VR在康复环境中更广泛应用的潜力。这项研究是根据CONSORT指南报道的。已在德国临床试验注册(DRKS00034901)中注册。
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来源期刊
Journal of NeuroEngineering and Rehabilitation
Journal of NeuroEngineering and Rehabilitation 工程技术-工程:生物医学
CiteScore
9.60
自引率
3.90%
发文量
122
审稿时长
24 months
期刊介绍: Journal of NeuroEngineering and Rehabilitation considers manuscripts on all aspects of research that result from cross-fertilization of the fields of neuroscience, biomedical engineering, and physical medicine & rehabilitation.
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