Exploring the Use of Olfactory Stimuli Towards Reducing Visually Induced Motion Sickness in Virtual Reality

Author(s):  
Nimesha Ranasinghe ◽  
Pravar Jain ◽  
David Tolley ◽  
Shienny Karwita Tailan ◽  
Ching Chiuan Yen ◽  
...  
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.


2018 ◽  
Author(s):  
Yoshihito Masuoka ◽  
Hiroyuki Morikawa ◽  
Takashi Kawai ◽  
Toshio Nakagohri

BACKGROUND Virtual reality (VR) technology has started to gain attention as a form of surgical support in medical settings. Likewise, the widespread use of smartphones has resulted in the development of various medical applications; for example, Google Cardboard, which can be used to build simple head-mounted displays (HMDs). However, because of the absence of observed and reported outcomes of the use of three-dimensional (3D) organ models in relevant environments, we have yet to determine the effects of or issues with the use of such VR technology. OBJECTIVE The aim of this paper was to study the issues that arise while observing a 3D model of an organ that is created based on an actual surgical case through the use of a smartphone-based simple HMD. Upon completion, we evaluated and gathered feedback on the performance and usability of the simple observation environment we had created. METHODS We downloaded our data to a smartphone (Galaxy S6; Samsung, Seoul, Korea) and created a simple HMD system using Google Cardboard (Google). A total of 17 medical students performed 2 experiments: an observation conducted by a single observer and another one carried out by multiple observers using a simple HMD. Afterward, they assessed the results by responding to a questionnaire survey. RESULTS We received a largely favorable response in the evaluation of the dissection model, but also a low score because of visually induced motion sickness and eye fatigue. In an introspective report on simultaneous observations made by multiple observers, positive opinions indicated clear image quality and shared understanding, but displeasure caused by visually induced motion sickness, eye fatigue, and hardware problems was also expressed. CONCLUSIONS We established a simple system that enables multiple persons to observe a 3D model. Although the observation conducted by multiple observers was successful, problems likely arose because of poor smartphone performance. Therefore, smartphone performance improvement may be a key factor in establishing a low-cost and user-friendly 3D observation environment.


2020 ◽  
Vol 64 (2) ◽  
pp. 20501-1-20501-10
Author(s):  
Ran Liu ◽  
Miao Xu ◽  
Yanzhen Zhang ◽  
Eli Peli ◽  
Alex D. Hwang

Abstract The most prominent problem in virtual reality (VR) technology is that users may experience motion-sickness-like symptoms when they immerse into a VR environment. These symptoms are recognized as visually induced motion sickness (VIMS) or virtual reality motion sickness. The objectives of this study were to investigate the association between the electroencephalogram (EEG) and subjectively rated VIMS level (VIMSL) and find EEG markers for VIMS evaluation. A VR-based vehicle-driving simulator was used to induce VIMS symptoms, and a wearable EEG device with four electrodes (the Muse) was used to collect EEG data. The results suggest that individual tolerance, susceptibility, and recoverability to VIMS varied largely among subjects; the following markers were shown to be significantly different from no-VIMS and VIMS states (P < 0.05): (1) means of gravity frequency (GF) for theta@FP1, alpha@TP9, alpha@FP2, alpha@TP10, and beta@FP1; (2) standard deviation of GF for alpha@TP9, alpha@FP1, alpha@FP2, alpha@TP10, and alpha@(FP2‐FP1); (3) standard deviation of power spectral entropy for FP1; (4) means of Kolmogorov complexity (KC) for TP9, FP1, and FP2. These results also demonstrate that it is feasible to perform VIMS evaluation using an EEG device with a few electrodes.


2004 ◽  
Author(s):  
Mustapha Mouloua ◽  
Janan Smither ◽  
Robert C. Kennedy ◽  
Robert S. Kenned ◽  
Dan Compton ◽  
...  

2017 ◽  
Vol 23 (1) ◽  
pp. 85-99 ◽  
Author(s):  
Behrang Keshavarz ◽  
Alison C. Novak ◽  
Lawrence J. Hettinger ◽  
Thomas A. Stoffregen ◽  
Jennifer L. Campos

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