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Simulator Sickness

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Measurement of postural stability before and after immersion in a virtual environment ... would in real life, but after a period of time, they change their ... – PowerPoint PPT presentation

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Title: Simulator Sickness


1
Simulator Sickness
  • Mark Little
  • November 14, 2007
  • Psyc 562

2
The Papers Involved
  • Measurement of postural stability before and
    after immersion in a virtual environment
  • Susan Valerie Gray Cobb
  • Motion sickness and proprioceptive aftereffects
    following virtual environement exposure
  • Kay M. Stanney, Robert S. Kennedy, Julie M.
    Drexler, Deborah L. Harm
  • The nauseogenicity of two methods of navigating
    within a virtual environment
  • P.A. Howarth, M. Finch

3
Measurement of postural stability before and
after immersion in a virtual environment
  • Postural stability or Postural equilibrium
  • The ability of an individual to maintain balance
    and postural control
  • Two major reflexes
  • The vestibular ocular reflex (VOR) stability of
    objects on the retina
  • The vestibular-spinal reflex stability while
    the individual is in motion

4
Theories
  • Sensory Conflict Theory
  • Conflicting information from the three sensory
    inputs (visual, somatosensory, vestibular)
  • Primary cause of motion sickness and postural
    instability
  • Ecological theory of motion sickness and postural
    instability
  • Postural instability is necessary for motion
    sickness.
  • Motion sickness occurs when the individual cannot
    gain control of posture.

5
Postural instability and Simulator Sickness
  • Both are found after immersion in VE
  • What is not clear is -
  • Does the immersion induce both postural
    instability and simulator sickness
  • Or
  • Does pre-immersion postural instability
    predispose the individual to simulator sickness

6
Experiment
  • Pre-Immersion static and dynamic posture tests
  • 20 min. immersion into virtual environment using
    a head mounted display
  • Post-immersion static and dynamic posture tests.

7
Results
  • Found no significant effect for the dynamic
    tests.
  • There was a significant effect found for the
    static test (mild)
  • Low reliability in the static tests though
  • Longer immersions in more dynamic virtual
    environments may induce higher levels of postural
    instability and simulator sickness.

8
Motion sickness and proprioceptive aftereffects
following virtual environment exposure
  • Proprioception and Postural stability
  • This is study is looking at proprioception
    involving the arm and hand specifically, but the
    idea is similar
  • Motion Sickness or Cybersickness
  • Nausea and vomiting
  • Oculomotor disturbances(eyestrain)
  • Disorientation, Ataxia (postural stability)

9
Proprioception
  • Reaching movements in VE can be uncertain and
    inaccurate
  • Example in virtual environment
  • 59 error in perceived dimension of forward
    distance
  • 28 error in height distance
  • 50 error for lateral distance
  • 59 error for speed perception
  • Back in the real world
  • After calibrating one self to the VE, it can take
    some time to go back.
  • It can take hours or even days to adjust
  • 60-90d after 12d of rotation

10
Experiment
  • Pointing task pre and post
  • Simulator Sickness Questionaire Pre, Post, 30
    min Post
  • VE Moving colored balls and running around
    columns

11
Results
  • Nausea, Oculomotor disturbances, and
    disorientation were all significant pre vs. post
  • No significant differences between post and
    30min. Post questions
  • Females tended to be more vulnerable to sickness
    than males (plt.0001)
  • Subjects pointed significantly higher after the
    immersion, and to the left, though not
    significantly at plt.05

12
The nauseogenicity of two methods of navigating
within a virtual environment
  • Head secured vs. Head free and tracked

13
Experiment
  • Sickness Rating
  • Every minute
  • 20 min w/ head restrained
  • 20 min w/o head restrained

14
(No Transcript)
15
Results
  • Feelings of sickness were significantly different
    between the two situations.

16
Results cont.
  • Restraining the head seems to have an effect on
    feelings of sickness under these situations.
  • 1. 120 degree head turn resulted in 360 degree
    rotation in the game
  • 2. Update lags when the head turned it would
    take a little time for that turn to appear on the
    visual display
  • 3. When the head would stop, the visual display
    would continue to show motion for a little bit
  • None of these were present under the
  • Hand-control condition

17
Sensory conflict theory
  • The differences in these two conditions should be
    expected according to the sensory conflict
    theory.
  • The authors also point out that novices initially
    explore virtual environments with considerable
    head movement, like they would in real life, but
    after a period of time, they change their
    strategy and use the hand controller for movement
    instead.
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