虚拟现实飞行模拟中利用前庭电刺激产生飞行错觉

G. Pradhan, R. Galvan-Garza, Alison M. Perez, Jamie M. Bogle, M. Cevette
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In the GVS session, specific multi-axis GVS stimulation (i.e., electric currents) was provided to induce approximate somatogravic and Coriolis illusions during the take-off and sustained turn tasks, respectively. The participants used the joystick to self-report their subjective motion perception. The angular joystick movement along the roll, yaw, and pitch axes was used to measure cumulative angular distance and peak angular velocity as continuous variables of motion perception across corresponding axes. Presence and Simulator Sickness Questionnaires were administered at the end of each session. Results The magnitude and variability of perceived somatogravic illusion during take-off task in the form of cumulative angular distance (p < 0.001) and peak velocity (p < 0.001) along the pitch-up axis among participants were significantly larger in the GVS session than in the NO GVS session. 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引用次数: 0

摘要

前庭飞行错觉仍然是航空训练关注的一个重要来源。大多数基于固定的模拟训练环境,包括新的虚拟现实(VR)技术,缺乏重现前庭飞行错觉的能力,因为前庭线索不能在不刺激前庭末端器官的情况下提供。前庭电刺激(GVS)长期以来被用于创造前庭知觉。本研究的目的是通过在VR的飞行模拟场景中故意提供不匹配的GVS来评估GVS模拟常见飞行错觉的能力。方法19名参与者在有和没有GVS(控制)的情况下分别进行了两次VR飞行模拟,分别完成了起飞和持续转弯两项飞行模拟任务。在GVS阶段,提供特定的多轴GVS刺激(即电流),分别在起飞和持续转弯任务中诱导近似躯体重力和科里奥利幻觉。参与者使用操纵杆自我报告他们的主观运动感知。使用角操纵杆沿滚转、偏航和俯仰轴的运动来测量累积角距离和峰值角速度,作为跨相应轴的运动感知的连续变量。在每次会议结束时进行存在和模拟疾病问卷调查。结果在起飞任务中,被试体重力错觉的感知强度和变异性(沿俯仰轴的累积角距离和峰值速度)在GVS组显著大于无GVS组。同样,在持续转弯任务中,在GVS组中感知到的科里奥利错觉在三个轴上的累积角距离(侧滚:p = 0.005,偏航:p = 0.015,俯仰:p = 0.007)和峰值速度(侧滚:p = 0.003,偏航:p = 0.01,俯仰:p = 0.007)明显大于无GVS组。主观恶心总体上较低,但GVS组明显高于无GVS组(p = 0.026)。我们的研究结果表明,在基于固定的VR飞行模拟中,故意错配的GVS会显著影响运动感知,并产生飞行错觉感知。这有可能增强未来的训练模式,为飞行员提供安全体验、识别和学习在地面训练中适当应对飞行错觉的能力。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Generating Flight Illusions Using Galvanic Vestibular Stimulation in Virtual Reality Flight Simulations
Background Vestibular flight illusions remain a significant source of concern for aviation training. Most fixed-based simulation training environments, including new virtual reality (VR) technology, lack the ability to recreate vestibular flight illusions as vestibular cues cannot be provided without stimulating the vestibular end organs. Galvanic vestibular stimulation (GVS) has long been used to create vestibular perception. The purpose of this study is to evaluate the ability of GVS to simulate common flight illusions by intentionally providing mismatched GVS during flight simulation scenarios in VR. Methods Nineteen participants performed two flight simulation tasks—take off and sustained turn—during two separate VR flight simulation sessions, with and without GVS (control). In the GVS session, specific multi-axis GVS stimulation (i.e., electric currents) was provided to induce approximate somatogravic and Coriolis illusions during the take-off and sustained turn tasks, respectively. The participants used the joystick to self-report their subjective motion perception. The angular joystick movement along the roll, yaw, and pitch axes was used to measure cumulative angular distance and peak angular velocity as continuous variables of motion perception across corresponding axes. Presence and Simulator Sickness Questionnaires were administered at the end of each session. Results The magnitude and variability of perceived somatogravic illusion during take-off task in the form of cumulative angular distance (p < 0.001) and peak velocity (p < 0.001) along the pitch-up axis among participants were significantly larger in the GVS session than in the NO GVS session. Similarly, during the sustained turn task, perceived Coriolis illusion in the form of cumulative angular distances (roll: p = 0.005, yaw: p = 0.015, pitch: p = 0.007) and peak velocities (roll: p = 0.003, yaw: p = 0.01, pitch: p = 0.007) across all three axes were significantly larger in the GVS session than in the NO GVS session. Subjective nausea was low overall, but significantly higher in the GVS session than in the NO GVS session (p = 0.026). Discussion Our findings demonstrated that intentionally mismatched GVS can significantly affect motion perception and create flight illusion perceptions during fixed-based VR flight simulation. This has the potential to enhance future training paradigms, providing pilots the ability to safely experience, identify, and learn to appropriately respond to flight illusions during ground training.
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