Commercial Virtual Reality Displays: Issues of Performance and Simulator Sickness from Exocentric Depth-Perception Tasks

Displays ◽  
2021 ◽  
pp. 102095
Author(s):  
Jonathan Hurter ◽  
Crystal Maraj ◽  
Sean Murphy
Author(s):  
Moshe M. H. Aharoni ◽  
Anat V. Lubetzky ◽  
Liraz Arie ◽  
Tal Krasovsky

Abstract Background Persistent postural-perceptual dizziness (PPPD) is a condition characterized by chronic subjective dizziness and exacerbated by visual stimuli or upright movement. Typical balance tests do not replicate the environments known to increase symptoms in people with PPPD—crowded places with moving objects. Using a virtual reality system, we quantified dynamic balance in people with PPPD and healthy controls in diverse visual conditions. Methods Twenty-two individuals with PPPD and 29 controls performed a square-shaped fast walking task (Four-Square Step Test Virtual Reality—FSST-VR) using a head-mounted-display (HTC Vive) under 3 visual conditions (empty train platform; people moving; people and trains moving). Head kinematics was used to measure task duration, movement smoothness and anterior–posterior (AP) and medio-lateral (ML) ranges of movement (ROM). Heart rate (HR) was monitored using a chest-band. Participants also completed a functional mobility test (Timed-Up-and-Go; TUG) and questionnaires measuring anxiety (State-Trait Anxiety Inventory; STAI), balance confidence (Activities-Specific Balance Confidence; ABC), perceived disability (Dizziness Handicap Inventory) and simulator sickness (Simulator Sickness Questionnaire). Main effects of visual load and group and associations between performance, functional and self-reported outcomes were examined. Results State anxiety and simulator sickness did not increase following testing. AP-ROM and HR increased with high visual load in both groups (p < 0.05). There were no significant between-group differences in head kinematics. In the high visual load conditions, high trait anxiety and longer TUG duration were moderately associated with reduced AP and ML-ROM in the PPPD group and low ABC and  high perceived disability were associated with reduced AP-ROM (|r| =  0.47 to 0.53; p < 0.05). In contrast, in controls high STAI-trait, low ABC and longer TUG duration were associated with increased AP-ROM (|r| = 0.38 to 0.46; p < 0.05) and longer TUG duration was associated with increased ML-ROM (r = 0.53, p < 0.01). Conclusions FSST-VR may shed light on movement strategies in PPPD beyond task duration. While no main effect of group was observed, the distinct associations with self-reported and functional outcomes, identified using spatial head kinematics, suggest that some people with PPPD reduce head degrees of freedom when performing a dynamic balance task. This supports a potential link between spatial perception and PPPD symptomatology.


2017 ◽  
Vol 53 (Supplement2) ◽  
pp. S442-S445
Author(s):  
Bingcheng Wang ◽  
Pei-Luen Patrick Rau ◽  
Lili Dong

2019 ◽  
Vol 25 (9) ◽  
pp. 859-861 ◽  
Author(s):  
Greg M. Reger ◽  
Derek Smolenski ◽  
Amanda Edwards-Stewart ◽  
Nancy A. Skopp ◽  
Albert “Skip” Rizzo ◽  
...  

Author(s):  
Shalin Hai-Jew

Human depth perception involves complex visual and brain functions. Depth perception in desktop virtual reality has become more important given the uses of such spaces for learning, training, collaboration, simulations, showcasing work, and conducting research on human behaviors. This chapter involves a meta-analysis of the extant research on human depth perception in virtual worlds. It posits some early design concepts for both the creation and evolution of such spaces but also their deployment for educational purposes.


2008 ◽  
Vol 11 (1) ◽  
pp. 9-15 ◽  
Author(s):  
C. Armbrüster ◽  
M. Wolter ◽  
T. Kuhlen ◽  
W. Spijkers ◽  
B. Fimm

2013 ◽  
Vol 22 (1) ◽  
pp. 20-35 ◽  
Author(s):  
Weixin Wu ◽  
Yujie Dong ◽  
Adam Hoover

This paper describes a new method for measuring the end-to-end latency between sensing and actuation in a digital computing system. Compared to previous works, which generally measured the latency at 10–33-ms intervals or at discrete events separated by hundreds of ms, our new method measures the latency continuously at 1-ms resolution. This allows for the observation of variations in latency over sub 1-s periods, instead of relying upon averages of measurements. We have applied our method to two systems, the first using a camera for sensing and an LCD monitor for actuation, and the second using an orientation sensor for sensing and a motor for actuation. Our results show two interesting findings. First, a cyclical variation in latency can be seen based upon the relative rates of the sensor and actuator clocks and buffer times; for the components we tested, the variation was in the range of 15–50 Hz with a magnitude of 10–20 ms. Second, orientation sensor error can look like a variation in latency; for the sensor we tested, the variation was in the range of 0.5–1.0 Hz with a magnitude of 20–100 ms. Both of these findings have implications for robotics and virtual reality systems. In particular, it is possible that the variation in apparent latency caused by orientation sensor error may have some relation to simulator sickness.


2021 ◽  
Vol 10 (5) ◽  
pp. 3546-3551
Author(s):  
Tamanna Nurai

Cybersickness continues to become a negative consequence that degrades the interface for users of virtual worlds created for Virtual Reality (VR) users. There are various abnormalities that might cause quantifiable changes in body awareness when donning an Head Mounted Display (HMD) in a Virtual Environment (VE). VR headsets do provide VE that matches the actual world and allows users to have a range of experiences. Motion sickness and simulation sickness performance gives self-report assessments of cybersickness with VEs. In this study a simulator sickness questionnaire is being used to measure the aftereffects of the virtual environment. This research aims to answer if Immersive VR induce cybersickness and impact equilibrium coordination. The present research is formed as a cross-sectional observational analysis. According to the selection criteria, a total of 40 subjects would be recruited from AVBRH, Sawangi Meghe for the research. With intervention being used the experiment lasted 6 months. Simulator sickness questionnaire is used to evaluate the after-effects of a virtual environment. It holds a single period for measuring motion sickness and evaluation of equilibrium tests were done twice at exit and after 10 mins. Virtual reality being used in video games is still in its development. Integrating gameplay action into the VR experience will necessitate a significant amount of study and development. The study has evaluated if Immersive VR induce cybersickness and impact equilibrium coordination. To measure cybersickness, numerous scales have been developed. The essence of cybersickness has been revealed owing to work on motion sickness in a simulated system.


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