Investigating the Reason for Increased Postural Instability in Virtual Reality for Persons with Balance Impairments

Investigating the Reason for Increased Postural Instability in Virtual Reality for Persons with Balance Impairments
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调查平衡障碍人士在虚拟现实中姿势不稳定性增加的原因

DOI:
10.1145/3281505.3281547
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发表时间:
2018
期刊:
2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)
影响因子:
--
通讯作者:
J. Quarles
J. Quarles
中科院分区:
--
文献类型:
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作者:
Sharif Mohammad Shahnewaz Ferdous;Tanvir Irfan Chowdhury;I. Arafat;J. Quarles

文献摘要

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本研究的目的是探讨虚拟实境(VR)的不同视觉组件,如视野、帧率和显示分辨率如何影响VR中的姿势稳定性。虽然以前的研究确定这些视觉组件的一些主要因素,显着不同的VR从现实中,在VR的姿势稳定性的每个组件的影响还不清楚。虽然大多数人在VR中都会经历姿势不稳定,但对于平衡障碍(BI)的人来说更糟。这可能是因为他们更依赖于视觉线索来保持姿势稳定。因此,我们对10名因多发性硬化症(MS)而有平衡障碍的人进行了一项受试者内研究。在每种情况下,我们改变一个组件,并保持所有其他组件固定。每个参与者都以受控的方式探索虚拟环境(VE),以确保视觉组件的效果对所有参与者都是一致的。从我们的研究结果表明,减少视野和帧速率有显着的影响姿势稳定性,但显示分辨率的影响是不确定的。因此,针对有平衡障碍的人的VR系统应该专注于提高视野和帧速率,而不是显示分辨率。
The objective of this study is to investigate how different visual components of Virtual Reality (VR), such as field of view, frame rate, and display resolution affect postural stability in VR. Although previous studies identified these visual components as some of the primary factors that differ significantly in VR from reality, the effect of each component on postural stability in VR is yet unknown. While most people experience postural instability in VR, it is worse for people with balance impairments (BIs). This is likely because they depend more on their visual cues to maintain postural stability. Therefore, we conducted a within-subject study with ten people with balance impairments due to Multiple Sclerosis (MS). In each condition, we varied one component and kept all other components fixed. Each participant explored the virtual environment (VE) in a controlled fashion to make sure that the effect of the visual components was consistent for all participants. Results from our study suggest that decreased field of view and frame rate have significant effects on postural stability, but the effect of display resolution is inconclusive. Therefore, VR systems targeting people with balance impairments should focus on improving field of view and frame rate rather than display resolution.