scholarly journals Using EEG and Deep Learning to Predict Motion Sickness Under Wearing a Virtual Reality Device

IEEE Access ◽  
2020 ◽  
Vol 8 ◽  
pp. 126784-126796
Author(s):  
Chung-Yen Liao ◽  
Shao-Kuo Tai ◽  
Rung-Ching Chen ◽  
Hendry Hendry
Author(s):  
Jinwoo Kim ◽  
Heeseok Oh ◽  
Woojae Kim ◽  
Seonghwa Choi ◽  
Wookho Son ◽  
...  

2021 ◽  
Vol 11 (1) ◽  
Author(s):  
Géraldine Fauville ◽  
Anna C. M. Queiroz ◽  
Erika S. Woolsey ◽  
Jonathan W. Kelly ◽  
Jeremy N. Bailenson

AbstractResearch about vection (illusory self-motion) has investigated a wide range of sensory cues and employed various methods and equipment, including use of virtual reality (VR). However, there is currently no research in the field of vection on the impact of floating in water while experiencing VR. Aquatic immersion presents a new and interesting method to potentially enhance vection by reducing conflicting sensory information that is usually experienced when standing or sitting on a stable surface. This study compares vection, visually induced motion sickness, and presence among participants experiencing VR while standing on the ground or floating in water. Results show that vection was significantly enhanced for the participants in the Water condition, whose judgments of self-displacement were larger than those of participants in the Ground condition. No differences in visually induced motion sickness or presence were found between conditions. We discuss the implication of this new type of VR experience for the fields of VR and vection while also discussing future research questions that emerge from our findings.


2021 ◽  
Author(s):  
Xiangdong Li ◽  
Yifei Shan ◽  
Wenqian Chen ◽  
Yue Wu ◽  
Preben Hansen ◽  
...  

Author(s):  
Marco Recenti ◽  
Carlo Ricciardi ◽  
Romain Aubonnet ◽  
Ilaria Picone ◽  
Deborah Jacob ◽  
...  

Motion sickness (MS) and postural control (PC) conditions are common complaints among those who passively travel. Many theories explaining a probable cause for MS have been proposed but the most prominent is the sensory conflict theory, stating that a mismatch between vestibular and visual signals causes MS. Few measurements have been made to understand and quantify the interplay between muscle activation, brain activity, and heart behavior during this condition. We introduce here a novel multimetric system called BioVRSea based on virtual reality (VR), a mechanical platform and several biomedical sensors to study the physiology associated with MS and seasickness. This study reports the results from 28 individuals: the subjects stand on the platform wearing VR goggles, a 64-channel EEG dry-electrode cap, two EMG sensors on the gastrocnemius muscles, and a sensor on the chest that captures the heart rate (HR). The virtual environment shows a boat surrounded by waves whose frequency and amplitude are synchronized with the platform movement. Three measurement protocols are performed by each subject, after each of which they answer the Motion Sickness Susceptibility Questionnaire. Nineteen parameters are extracted from the biomedical sensors (5 from EEG, 12 from EMG and, 2 from HR) and 13 from the questionnaire. Eight binary indexes are computed to quantify the symptoms combining all of them in the Motion Sickness Index (IMS). These parameters create the MS database composed of 83 measurements. All indexes undergo univariate statistical analysis, with EMG parameters being most significant, in contrast to EEG parameters. Machine learning (ML) gives good results in the classification of the binary indexes, finding random forest to be the best algorithm (accuracy of 74.7 for IMS). The feature importance analysis showed that muscle parameters are the most relevant, and for EEG analysis, beta wave results were the most important. The present work serves as the first step in identifying the key physiological factors that differentiate those who suffer from MS from those who do not using the novel BioVRSea system. Coupled with ML, BioVRSea is of value in the evaluation of PC disruptions, which are among the most disturbing and costly health conditions affecting humans.


2021 ◽  
Vol 2021 ◽  
pp. 1-11
Author(s):  
Bangtong Huang ◽  
Hongquan Zhang ◽  
Zihong Chen ◽  
Lingling Li ◽  
Lihua Shi

Deep learning algorithms are facing the limitation in virtual reality application due to the cost of memory, computation, and real-time computation problem. Models with rigorous performance might suffer from enormous parameters and large-scale structure, and it would be hard to replant them onto embedded devices. In this paper, with the inspiration of GhostNet, we proposed an efficient structure ShuffleGhost to make use of the redundancy in feature maps to alleviate the cost of computations, as well as tackling some drawbacks of GhostNet. Since GhostNet suffers from high computation of convolution in Ghost module and shortcut, the restriction of downsampling would make it more difficult to apply Ghost module and Ghost bottleneck to other backbone. This paper proposes three new kinds of ShuffleGhost structure to tackle the drawbacks of GhostNet. The ShuffleGhost module and ShuffleGhost bottlenecks are utilized by the shuffle layer and group convolution from ShuffleNet, and they are designed to redistribute the feature maps concatenated from Ghost Feature Map and Primary Feature Map. Besides, they eliminate the gap of them and extract the features. Then, SENet layer is adopted to reduce the computation cost of group convolution, as well as evaluating the importance of the feature maps which concatenated from Ghost Feature Maps and Primary Feature Maps and giving proper weights for the feature maps. This paper conducted some experiments and proved that the ShuffleGhostV3 has smaller trainable parameters and FLOPs with the ensurance of accuracy. And with proper design, it could be more efficient in both GPU and CPU side.


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