Title: Symptom Expression during Virtual Reality Exposure
1Symptom Expression during Virtual Reality
Exposure Susan L. Whitney1,2, Patrick J.
Sparto1,2,3, Larry Hodges4, Joseph M. Furman1,2,
and Mark S. Redfern1,2,3 Departments of
1Otolaryngology, 2Physical Therapy, and
3Bioengineering, University of Pittsburgh,
Pittsburgh, PA and the 4University of North
Carolina at Charlotte
Abstract Background The long term aim of this
study was to determine if full field virtual
reality (VR) exposure results in different
symptom profiles in persons with vestibular
disorders and controls. Methods Subjects
consisted of 6 symptomatic persons with
peripheral vestibular hypofunction (PVH mean age
57, range 35-77 years) and 21 healthy controls
(mean age 48, range 22-83 years). Subjects
performed 8 different head and eye coordination
tasks. All eight tasks were performed on 6
different days, with each day consisting of
exposure to either a stationary scene (2 days) or
optic flow (4 days). The scenes were generated
using a back-projected immersive VR system that
provided full-field antero-posterior motion. All
subjects were asked to express their subjective
units of discomfort (SUDS, 0 to 10 scale) and to
complete the Simulator Sickness Questionnaire
(SSQ, 16 items, 0 to 3 scale) after each
90-second trial. Responses were dichotomized into
either a no (score of 0) or yes (score
greater than 0, i.e. they experienced some
symptom) immediately following each trial for the
SUDS, total SSQ, and each of the 3 SSQ subscales
(nausea, disorientation, and oculomotor).
Results There was a significant association
between subject group and the proportion of yes
responses (chi-square, plt0.001) for all measures.
The percentage of trials in which some symptoms
occurred in the control and vestibular groups
(CONPVH) were as follows SUDS (1955) SSQ
total (2557) SSQ nausea (1240) SSQ
disorientation (550) and the SSQ oculomotor
(2451). Conclusion Patients with vestibular
disorders appear to experience more discomfort
than controls during virtual reality immersion.
- Number of symptoms reported on SSQ
- For the SSQ, the proportion of trials rated as
moderate (2) or severe (3) was small - Controls 0.5 of the trials
- Patients 2.9 of the trials
- Thus, as a measure of how well subjects
tolerated the tasks, for each trial we quantified
how many symptoms were rated gt 0, within each
subscale and in total. - The tasks elicited a a greater number of
symptoms in subjects with PVH compared with
controls (p lt 0.001) (Figure 3B). - For control subjects, the number of symptoms was
not associated with session number, trial number,
optic flow condition (I.e. contrast and spatial
frequency), or gaze task.
Figure 1. Examples of the VR scenes with high
(left) and low (right) spatial frequency.
- Results
- Frequency of symptoms
- In the control group, subjects reported no
symptoms for SUDs or SSQ in at least 75 of the
trials. Therefore, for each trial a binary score
of 0 or 1 was assigned to the SUDs or SSQ
subscales, based on - SUDs
- 0 assigned if subject reported SUDs 0
- 1 assigned if subject reported SUDs gt 0
- SSQTotal and subscales
- 0 assigned if subject reported 0 for all items
in subscale or total - 1 assigned if subject reported gt0 for any item
in subscale or total - The frequency of non-zero SUDs and SSQ scores
was greater after the performance of gaze tasks
compared with the initial rating. - The frequency of non-zero SUDs and SSQ scores
was 2 to 10 times greater in the subjects with
PVH compared with controls (Figure 2). The
frequency of non-zero responses was significantly
associated with subject group, using ?2 test (p lt
0.0001). - The frequency of symptoms was not associated
with session number, trial number, optic flow
condition (I.e. contrast and spatial frequency),
or gaze task.
Introduction Patients with vestibular disorders
often complain of having difficulty with their
balance and have increased symptoms in situations
where there are complex visual scenes and
changing visual stimuli (e.g., supermarkets,
shopping malls). Virtual Reality (VR) has been
proposed as a potentially useful technique in the
rehabilitation of patients with balance disorders
by exposing patients to various environments. VR
can allow the physical therapist a degree of
control over the environment that is not normally
possible (Ring, 1998). However, the ability of
persons with vestibular disorders to tolerate VR
exposure is not well understood. This pilot
study examined the amount of discomfort and
simulator sickness symptoms experienced by
persons with and without vestibular disorders to
various VR environments.
- Subjects performed 8 different head and eye
coordination tasks while standing in the BNAVE on
each of 6 visits (Table 2). Each task was
performed for 90 s.
- Summary of Results
- Patients reported more symptoms than controls
during gaze tasks within an immersive visual
environment however, severe symptoms were rare
in both groups. - The type of optic flow condition (spatial
frequency and contrast) did not have an effect of
the responses of either patients or controls. - Conclusion
- Â In conclusion, exposure to full-field visual
environments during gaze tasks elicited some
symptoms in persons with PVH, but was, in
general, fairly well tolerated. Thus, motion
sickness does not appear to be a limiting factor
in the use of VR exposure therapy in patients
with PVH.
- Subject Population
- Healthy Subjects
- Control subjects (n21 ages 22-83 mean 48,
s.d. 19) with no otologic or neurologic disease
participated. - Exclusion criteria included a significant
history of migraine, motion sickness, recent
orthopedic injury in a weight bearing joint,
plantarflexion contractures, use of an assistive
device, abnormal age adjusted hearing, worse than
20/80 acuity with either contacts or eyeglasses,
a history of panic or anxiety disorder, or
impaired distal sensation. - Patients
- Six people with peripheral vestibular
hypofunction (PVH, 3 right and 3 left age
range-35-77 mean 57 s.d. 15) participated.
One of the patients had an acoustic neuroma
resection and the remaining 5 patients had
peripheral vestibular disorders. - Length of symptoms ranged from 4-14 months for
those with hypofunction and 6 years for the
person post-surgery.
- All participants rated their symptoms before the
first trial and after each subsequent trial using
Subjective Units of Discomfort (SUDs, Wolfe, 1982
) and Simulator Sickness Questionnaire (SSQ,
Kennedy et al, 1993). - The SUDs rating scale is based on the degree of
overall discomfort or anxiety that the person is
experiencing (0-10 scale). - The SSQ requires subjects to rate the level of
severity of 16 symptoms. The levels are - 0 none, 1 slight, 2 moderate, and 3
severe - The SSQ has 3 subscales that are composed of the
scores from 7 of the symptoms. Each subscale
reflects a different dimension of simulator
sickness Nausea, Disorientation, and Oculomotor
stress (Table 3). - A total score is also computed (SSQTotal)
- References
- Ring H. Is neurological rehabilitation ready for
immersion in the world of virtual reality?
Disabil Rehabil 1998161-74 - Kennedy RS, Lane NE, Berbaum KS, Lilienthal ML.
Simulator sickness questionnaire an enhanced
method for quantifying simulator sickness.
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19933203-220. - Wolfe J. The Practice of Behavior Therapy.
Pergamon Press, 1982. - Sparto PJ, Whitney SL, Hodges LF, Furman JM,
Redfern MS. Simulator sickness when performing
gaze shifts within a wide field of view optic
flow environment preliminary evidence for suing
virtual reality in vestibular rehabilitation. J
of NeuorEngin and Rehabil. 11-14, 2004. - Cobb SV, Nichols S, Ramsey A, Wilson JR. Virtual
reality induced symptoms and effects (VRISE).
Presence Teleoperators and Virtual Environments.
19998(2)169-186.
- Severity of SUDs
- For each trial, the distribution of the severity
of SUDs rating was determined for the controls
and subjects with PVH - The distribution of the severity of SUDs ratings
was significantly different in controls and
subjects with PVH (p lt 0.001). Subjects with PVH
had more discomfort (Figure 3A).
- Experimental Methods
- Visual scene exposure was performed using the
Balance Near Automatic Virtual Environment
(BNAVE) system (Sparto et al, 2004). This system
provides a full-field optic flow through
back-projection on three contiguous screens
(Figure 1). - Subjects attended 6 sessions, approximately 1
week apart. Subjects were exposed to six
different optic flow conditions days 1 and 2
had no optic flow, days 3-6 had optic flow of
either high/low contrast and either low/high
spatial frequency (Table 1).
Acknowledgement Supported by NIH grants DC005384,
DC05205, DC05372, and the Eye and Ear Foundation.
Special thanks to Leigh Mahoney, Theresa Yi, and
Jeffrey Jacobson.