在 360 度虚拟现实中减少网络晕眩。

IF 1.8 4区 心理学 Q3 BIOPHYSICS
Iqra Arshad, Paulo De Mello, Martin Ender, Jason D McEwen, Elisa R Ferré
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引用次数: 0

摘要

尽管虚拟现实(VR)技术日新月异,但用户仍经常感到恶心和迷失方向,即所谓的 "晕机"。晕机症状会造成严重不适,阻碍身临其境的 VR 体验。在这里,我们研究了 360 度头戴式显示器 VR 中的晕机症状。在传统的 360 度 VR 体验中,现实世界中的平移运动不会反映在虚拟世界中,因此自我运动信息无法通过匹配的视觉和前庭线索得到证实,这可能会引发晕机症状。我们评估了一种新的人工智能(AI)软件,该软件旨在通过人工六自由度运动来补充 360 度 VR 体验,从而减少晕机症状。显性测量(模拟器晕机问卷和快速运动晕机(FMS)评级)和隐性测量(心率)被用来评估 360 度 VR 体验期间和之后的晕机症状。模拟器晕眩评分显示,与传统的 360 度 VR 相比,人工智能辅助六自由度运动 VR 的恶心感明显减少。不过,六自由度运动 VR 并没有减少眼球运动或迷失方向的不适感。在 FMS 和心率测量方面没有观察到任何变化。改进 360 度 VR 中视觉和前庭线索之间的一致性(如所考虑的人工智能辅助六自由度运动系统所提供的),对于获得更吸引人、更身临其境和更安全的 VR 体验至关重要,这对于教育、文化和娱乐应用也至关重要。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Reducing Cybersickness in 360-Degree Virtual Reality.

Despite the technological advancements in Virtual Reality (VR), users are constantly combating feelings of nausea and disorientation, the so-called cybersickness. Cybersickness symptoms cause severe discomfort and hinder the immersive VR experience. Here we investigated cybersickness in 360-degree head-mounted display VR. In traditional 360-degree VR experiences, translational movement in the real world is not reflected in the virtual world, and therefore self-motion information is not corroborated by matching visual and vestibular cues, which may trigger symptoms of cybersickness. We evaluated whether a new Artificial Intelligence (AI) software designed to supplement the 360-degree VR experience with artificial six-degrees-of-freedom motion may reduce cybersickness. Explicit (simulator sickness questionnaire and Fast Motion Sickness (FMS) rating) and implicit (heart rate) measurements were used to evaluate cybersickness symptoms during and after 360-degree VR exposure. Simulator sickness scores showed a significant reduction in feelings of nausea during the AI-supplemented six-degrees-of-freedom motion VR compared to traditional 360-degree VR. However, six-degrees-of-freedom motion VR did not reduce oculomotor or disorientation measures of sickness. No changes were observed in FMS and heart rate measures. Improving the congruency between visual and vestibular cues in 360-degree VR, as provided by the AI-supplemented six-degrees-of-freedom motion system considered, is essential for a more engaging, immersive and safe VR experience, which is critical for educational, cultural and entertainment applications.

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来源期刊
Multisensory Research
Multisensory Research BIOPHYSICS-PSYCHOLOGY
CiteScore
3.50
自引率
12.50%
发文量
15
期刊介绍: Multisensory Research is an interdisciplinary archival journal covering all aspects of multisensory processing including the control of action, cognition and attention. Research using any approach to increase our understanding of multisensory perceptual, behavioural, neural and computational mechanisms is encouraged. Empirical, neurophysiological, psychophysical, brain imaging, clinical, developmental, mathematical and computational analyses are welcome. Research will also be considered covering multisensory applications such as sensory substitution, crossmodal methods for delivering sensory information or multisensory approaches to robotics and engineering. Short communications and technical notes that draw attention to new developments will be included, as will reviews and commentaries on current issues. Special issues dealing with specific topics will be announced from time to time. Multisensory Research is a continuation of Seeing and Perceiving, and of Spatial Vision.
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