CHS: Small: Towards Accommodating Gender Differences in Virtual Reality Sickness

CHS:小:努力适应虚拟现实疾病中的性别差异

基本信息

项目摘要

Virtual reality (VR) holds significant promise to transform the way we interact with computers, but adoption of VR is currently hindered by VR sickness (also referred as Cybersickness), a condition experienced by some users of head mounted displays (HMDs) in VR applications. A plausible theory suggests that VR sickness occurs as a result of conflicting sensory and motor information about the body's movement through the environment. For example, VR users will often experience visual movement only, with no corresponding physical movement, such that visual and physical cues to movement are conflicting. In daily life, the nervous system estimates self-motion based on a number of sensory and motor signals that typically agree with one another. VR-induced disagreement between these signals can lead to sickness, with symptoms including drowsiness, disorientation, nausea and even vomiting. While up to 67% of adults experience mild to severe symptoms of VR sickness, there is substantial evidence that women are more likely to experience it than men, which has led to a low adoption rate of VR technology among women. This gender difference in susceptibility to VR sickness offers a unique opportunity to develop a better understanding of the underlying causes of VR sickness more generally. Physiological differences in sensory processing between men and women are often subtle, but if these differences can be shown to correlate with incidence of VR sickness, it will improve our understanding of the relationship between sensory processes and VR sickness. Better understanding of what causes VR sickness has the potential to make VR more accessible and remove one of the most significant barriers to mass market consumer adoption of VR. If successful, this will lead to better adoption of VR systems and applications by women in computing. Also, with VR entering into enterprise space for training and planning, women may be at a disadvantage if they cannot use VR because of the sickness issue, so this project's success may have a positive impact on women in the modern workforce too.This project engages in cutting-edge human-computer interaction research by expanding disciplinary boundaries and integrating insights from the field of cognitive neuroscience. Prior studies have identified gender differences in visual perception, multisensory integration, and spatial orientation. These differences could be linked to gender differences in VR sickness, but our current understanding of the underlying mechanisms of VR sickness is limited. Hence, the project seeks to investigate whether gender differences in sensory and cognitive processing are linked to a higher incidence of VR sickness and low adoption rate of VR among women. Exploration of gender differences has led to scientific insights and breakthroughs in medicine, so there is significant potential to similarly advance our understanding of VR sickness. Empirical user studies will specifically investigate: (1) eye movements, (2) visual sensitivity, and (3) multisensory integration, and how these are related to both gender and susceptibility to VR sickness. This project aims to make contributions to both computer science and neuroscience through: (1) development of eye tracking metrics for VR sickness, (2) development of locomotion interfaces that minimize VR sickness; and (3) an advanced understanding of visual and vestibular sensory processing and their relation to VR sickness. The end goal is to improve VR accessibility through development of a holistic understanding of VR sickness and its causes.This project is jointly funded by Cyber-Human Systems and the Established Program to Stimulate Competitive Research (EPSCoR).This award reflects NSF's statutory mission and has been deemed worthy of support through evaluation using the Foundation's intellectual merit and broader impacts review criteria.
虚拟现实(VR)在改变我们与计算机交互的方式方面具有重大前景,但VR的采用目前受到VR病(也称为Cybersickness)的阻碍,VR病是VR应用中一些头戴式显示器(HMD)用户遇到的一种情况。一个看似合理的理论表明,VR疾病的发生是由于身体在环境中运动的感觉和运动信息相互冲突的结果。例如,VR用户通常只会体验到视觉运动,而没有相应的物理运动,因此运动的视觉和物理提示是冲突的。在日常生活中,神经系统根据一些通常彼此一致的感觉和运动信号来估计自我运动。VR引起的这些信号之间的不一致可能导致疾病,症状包括嗜睡,定向障碍,恶心甚至呕吐。虽然高达67%的成年人经历了轻度至重度的VR疾病症状,但有大量证据表明,女性比男性更有可能经历VR疾病,这导致女性对VR技术的采用率较低。这种对VR疾病易感性的性别差异提供了一个独特的机会,可以更好地了解VR疾病的根本原因。男性和女性之间感觉处理的生理差异通常是微妙的,但如果这些差异可以被证明与VR疾病的发病率相关,它将提高我们对感觉过程和VR疾病之间关系的理解。更好地了解导致VR疾病的原因有可能使VR更容易获得,并消除大众市场消费者采用VR的最重要障碍之一。如果成功,这将导致女性在计算领域更好地采用VR系统和应用程序。此外,随着VR进入企业培训和规划领域,如果女性因疾病问题而无法使用VR,她们可能会处于不利地位,因此该项目的成功可能也会对现代劳动力中的女性产生积极影响。本项目通过扩展学科边界,整合认知神经科学领域的见解,从事尖端人机交互研究。先前的研究已经确定了视觉感知,多感觉整合和空间定向的性别差异。这些差异可能与VR疾病的性别差异有关,但我们目前对VR疾病的潜在机制的理解有限。因此,该项目旨在调查感觉和认知处理的性别差异是否与女性中VR疾病的发病率较高和VR采用率较低有关。对性别差异的探索导致了医学上的科学见解和突破,因此同样有很大的潜力来促进我们对VR疾病的理解。经验性用户研究将具体调查:(1)眼球运动,(2)视觉灵敏度,(3)多感官整合,以及这些与性别和VR疾病易感性的关系。该项目旨在通过以下方式为计算机科学和神经科学做出贡献:(1)开发VR疾病的眼动跟踪指标,(2)开发减少VR疾病的运动界面;(3)深入了解视觉和前庭感觉处理及其与VR疾病的关系。最终目标是通过对VR疾病及其原因的全面了解来提高VR的可访问性。该项目由Cyber-Human Systems和刺激竞争研究的既定计划(EPSCoR)共同资助。该奖项反映了NSF的法定使命,并通过使用基金会的智力价值和更广泛的影响审查标准进行评估,被认为值得支持。

项目成果

期刊论文数量(10)
专著数量(0)
科研奖励数量(0)
会议论文数量(0)
专利数量(0)
Teleportation in Virtual Reality; A Mini-Review
虚拟现实中的传送;
  • DOI:
    10.3389/frvir.2021.730792
  • 发表时间:
    2021
  • 期刊:
  • 影响因子:
    0
  • 作者:
    Prithul, Aniruddha;Adhanom, Isayas Berhe;Folmer, Eelke
  • 通讯作者:
    Folmer, Eelke
Embodied Third-Person Virtual Locomotion using a Single Depth Camera
使用单深度相机的具体第三人称虚拟运动
  • DOI:
    10.20380/gi2021.24
  • 发表时间:
    2021
  • 期刊:
  • 影响因子:
    0
  • 作者:
    Aniruddha Prithul, Isayas Berhe
  • 通讯作者:
    Aniruddha Prithul, Isayas Berhe
The Effect of a Foveated Field-of-view Restrictor on VR Sickness
中央凹视场限制器对 VR 晕眩症的影响
Field-of-View Restriction to Reduce VR Sickness Does Not Impede Spatial Learning in Women
  • DOI:
    10.1145/3448304
  • 发表时间:
    2021-06-01
  • 期刊:
  • 影响因子:
    1.6
  • 作者:
    Adhanom, Isayas Berhe;Al-Zayer, Majed;Folmer, Eelke
  • 通讯作者:
    Folmer, Eelke
Motor Signals Mediate Stationarity Perception
  • DOI:
    10.1163/22134808-bja10111
  • 发表时间:
    2023-11-01
  • 期刊:
  • 影响因子:
    1.6
  • 作者:
    Halow, Savannah;Liu, James;Macneilage, Paul R.
  • 通讯作者:
    Macneilage, Paul R.
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Eelke Folmer其他文献

Measuring physical exertion in virtual reality exercise games
测量虚拟现实运动游戏中的体力消耗
Improving Accessibility of Virtual Worlds by Automatic Object Labeling
通过自动对象标记提高虚拟世界的可访问性
  • DOI:
    10.1007/978-3-642-41939-3_25
  • 发表时间:
    2013
  • 期刊:
  • 影响因子:
    0
  • 作者:
    Ilias Apostolopoulos;Eelke Folmer;G. Bebis
  • 通讯作者:
    G. Bebis
ViziCal: accurate energy expenditure prediction for playing exergames
ViziCal:进行运动游戏时准确的能量消耗预测
Blind hero: enabling guitar hero for the visually impaired
盲人英雄:为视障人士提供吉他英雄
  • DOI:
    10.1145/1414471.1414503
  • 发表时间:
    2008
  • 期刊:
  • 影响因子:
    2.8
  • 作者:
    Bei Yuan;Eelke Folmer
  • 通讯作者:
    Eelke Folmer
HARIN: HoloLens Augmented Reality Indoor Navigation
HARIN:HoloLens 增强现实室内导航

Eelke Folmer的其他文献

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{{ truncateString('Eelke Folmer', 18)}}的其他基金

WORKSHOP: Doctoral Consortium at ASSETS 2015
研讨会:2015 年 ASSETS 博士联盟
  • 批准号:
    1551326
  • 财政年份:
    2015
  • 资助金额:
    $ 49.98万
  • 项目类别:
    Standard Grant
EAGER: Guide Drones for Blind Athletes
EAGER:为盲人运动员提供引导无人机
  • 批准号:
    1445380
  • 财政年份:
    2014
  • 资助金额:
    $ 49.98万
  • 项目类别:
    Standard Grant
HCC: Small: Proprioceptive Displays to Engage Blind Users into Healthy Whole Body Interaction
HCC:小:本体感受显示器让盲人用户参与健康的全身互动
  • 批准号:
    1118074
  • 财政年份:
    2011
  • 资助金额:
    $ 49.98万
  • 项目类别:
    Continuing Grant
HCC-Small: TextSL: A Virtual World Interface for the Visually Impaired
HCC-Small:TextSL:视障人士的虚拟世界界面
  • 批准号:
    0917362
  • 财政年份:
    2009
  • 资助金额:
    $ 49.98万
  • 项目类别:
    Standard Grant
Developing an Accessible Client for Second life
为第二次生命开发无障碍客户端
  • 批准号:
    0738921
  • 财政年份:
    2007
  • 资助金额:
    $ 49.98万
  • 项目类别:
    Standard Grant

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