Vection and cybersickness generated by head-and-display motion in the Oculus Rift

Vection and cybersickness generated by head-and-display motion in the Oculus Rift
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DOI:
10.1016/j.displa.2016.11.001
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发表时间:
2017-01-01
期刊:
影响因子:
4.3
通讯作者:
Kim, Juno
Kim, Juno
中科院分区:
工程技术2区
文献类型:
--
作者:
Palmisano, Stephen;Mursic, Rebecca;Kim, Juno

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当通过头戴式显示器(HMD)观看虚拟环境时,经常会遇到网络病。这项研究检查了是否有vection(即,虚幻的自我运动)以及感知到的头部运动和物理头部运动之间的不匹配促成了这种不利的体验。观察者在通过Oculus Rift HMD观察立体光流时进行振荡偏航头旋转。在3种视觉补偿条件下测量了身体头部运动的向量和晕电病:“补偿”,“未补偿”和“反向补偿”。当用HMD模拟较近的孔径时,发现在“补偿”条件下矢量最强,在“逆补偿”条件下矢量最弱。然而,在全视野曝光期间,所有3种条件下的矢量相似。“反向补偿”条件下的电脑病最为严重,但其他两种条件下的电脑病并无不同。我们的结论是,感知和身体的头部运动之间的不匹配,可以大大有助于晕机。传染病与电脑病之间的关系较弱,显得复杂。皇冠版权所有(C)2016由Elsevier B.V.出版。保留所有权利。
Cybersickness is often experienced when viewing virtual environments through head-mounted displays (HMDs). This study examined whether vection (i.e., illusory self-motion) and mismatches between perceived and physical head motions contribute to such adverse experiences. Observers made oscillatory yaw head rotations while viewing stereoscopic optic flow through an Oculus Rift HMD. Vection and cybersickness were measured under 3 conditions of visual compensation for physical head movements: "compensated", "uncompensated", and "inversely compensated". When a nearer aperture was simulated by the HMD, vection was found to be strongest in the "compensated" condition and weakest in the "inversely compensated" condition. However, vection was similar for all 3 conditions during full-field exposures. Cybersickness was most severe for the "inversely compensated" condition, but was not different for the other two conditions. We conclude that mismatches between perceived and physical head movements can contribute strongly to cybersickness. The relationship between vection and cybersickness is weaker and appears complex. Crown Copyright (C) 2016 Published by Elsevier B.V. All rights reserved.