Queasy Rider: How Head Movements Influence Motion Sickness in Passenger Use of Head-Mounted Displays

2021 ◽  
Author(s):  
Jingyi Li ◽  
Agnes Reda ◽  
Andreas Butz
1999 ◽  
Vol 9 (2) ◽  
pp. 89-101
Author(s):  
L.J.G. Bouyer ◽  
D.G.D. Watt

Acute, reversible changes in human vestibular function can be produced by exposure to “Torso Rotation” (TR), a method involving the overuse of certain types of simple, self-generated movements. A single session results in multiple, short-lasting aftereffects, including perceptual illusions, VOR gain reduction,gaze and postural instability, and motion sickness. With repeated exposure, motion sickness susceptibility disappears and gaze stability improves. VOR gain continues to be reduced, however. Therefore, another gaze stabilizing system must come into play. Are visual and/or neck inputs involved in this functional compensation? Six subjects participated in this 7-day experiment. Eye and head movements were measured during 2 tests: 1) voluntary “head only” shaking between 0.3 and 3.0 Hz (lights off) and 2) voluntary “head and torso” shaking, moving the upper body en bloc (neck immobilized). Measurements were obtained before and repeatedly after TR. Velocity gain (eye velocity/head velocity) was determined for each of these tests. Each day, mean velocity gain during “head only” shaking in the dark (averaged over 1.0 to 2.0 Hz) dropped significantly after TR ( P < 0.01), with no long-term improvement ( P > 0.9). Similar results, although more noisy, were obtained for “head and torso” shaking. As a control, EOG calibration data confirmed that gaze stability in the light did improve over the 7 days of testing. This experiment demonstrates that the reduction in gaze instability following repeated exposure to TR results from an increased use of vision. It excludes the VOR, the COR, and predictive mechanisms (including efference copy) as contributors. In addition, in the 20 minutes following TR completion, gaze stability recovered less than during previous VOR testing in the dark. These results are compatible with the motion that exposure to TR leads to a change in sensorimotor strategy involving a de-emphasis of vestibular inputs.


1992 ◽  
Vol 1 (3) ◽  
pp. 306-310 ◽  
Author(s):  
Lawrence J. Hettinger ◽  
Gary E. Riccio

Visually induced motion sickness is a syndrome that occasionally occurs when physically stationary individuals view compelling visual representations of self-motion. It may also occur when detectable lags are present between head movements and recomputation and presentation of the visual display in helmet-mounted displays. The occurrence of this malady is a critical issue for the future development and implementation of virtual environments. Applications of this emerging technology are likely to be compromised to the extent that users experience illness and/or incapacitation. This article presents an overview of what is currently known regarding the relationship between visually specified self-motion in the absence of inertial displacement and resulting illness and perceptual-motor disturbances.


2003 ◽  
Vol 13 (2-3) ◽  
pp. 65-77
Author(s):  
Laurence R. Young ◽  
Kathleen H. Sienko ◽  
Lisette E. Lyne ◽  
Heiko Hecht ◽  
Alan Natapoff

Head movements made while the whole body is rotating at unusually high angular velocities (here with supine body position about an earth-vertical axis) result in inappropriate eye movements, sensory illusions, disorientation, and frequently motion sickness. We investigated the acquisition and retention of sensory adaptation to cross-coupled components of the vestibulo-ocular reflex (VOR) by asking eight subjects to make headturns while being rotated at 23 rpm on two consecutive days, and again a week later. The dependent measures were inappropriate vertical VOR, subjective tilt, and motion sickness in response to 90° yaw out-of-plane head movements. Motion sickness was evaluated during and following exposure to rotation. Significant adaptation effects were found for the slow phase velocity of vertical nystagmus, the reported magnitude of the subjective tilt experienced during head turns, and motion-sickness scores. Retention of adaptation over a six-day rest period without rotation occurred, but was not complete for all measures. Adaptation of VOR was fully maintained while subjective tilt was only partially maintained and motion-sickness scores continued to decrease. Practical implications of these findings are discussed with particular emphasis on artificial gravity, which could be produced in weightlessness by means of a short-radius (2 m) rotator.


2010 ◽  
Vol 2010 (0) ◽  
pp. _1P1-A26_1-_1P1-A26_4
Author(s):  
Satoru Fujisawa ◽  
Katsuya Imaizumi ◽  
Takahiro Wada ◽  
Norimasa Kamiji ◽  
Shun'ichi Doi

Author(s):  
Omar Merhi ◽  
Elise Faugloire ◽  
Moira Flanagan ◽  
Thomas A. Stoffregen

2003 ◽  
Vol 12 (3) ◽  
pp. 268-276 ◽  
Author(s):  
Caroline Jay ◽  
Roger Hubbold

The head-mounted display (HMD) is a popular form of virtual display due to its ability to immerse users visually in virtual environments (VEs). Unfortunately, the user's virtual experience is compromised by the narrow field of view (FOV) it affords, which is less than half that of normal human vision. This paper explores a solution to some of the problems caused by the narrow FOV by amplifying the head movement made by the user when wearing an HMD, so that the view direction changes by a greater amount in the virtual world than it does in the real world. Tests conducted on the technique show a significant improvement in performance on a visual search task, and questionnaire data indicate that the altered visual parameters that the user receives may be preferable to those in the baseline condition in which amplification of movement was not implemented. The tests also show that the user cannot interact normally with the VE if corresponding body movements are not amplified to the same degree as head movements, which may limit the implementation's versatility. Although not suitable for every application, the technique shows promise, and alterations to aspects of the implementation could extend its use in the future.


2021 ◽  
Vol 12 ◽  
Author(s):  
Chloe Callahan-Flintoft ◽  
Christian Barentine ◽  
Jonathan Touryan ◽  
Anthony J. Ries

Using head mounted displays (HMDs) in conjunction with virtual reality (VR), vision researchers are able to capture more naturalistic vision in an experimentally controlled setting. Namely, eye movements can be accurately tracked as they occur in concert with head movements as subjects navigate virtual environments. A benefit of this approach is that, unlike other mobile eye tracking (ET) set-ups in unconstrained settings, the experimenter has precise control over the location and timing of stimulus presentation, making it easier to compare findings between HMD studies and those that use monitor displays, which account for the bulk of previous work in eye movement research and vision sciences more generally. Here, a visual discrimination paradigm is presented as a proof of concept to demonstrate the applicability of collecting eye and head tracking data from an HMD in VR for vision research. The current work’s contribution is 3-fold: firstly, results demonstrating both the strengths and the weaknesses of recording and classifying eye and head tracking data in VR, secondly, a highly flexible graphical user interface (GUI) used to generate the current experiment, is offered to lower the software development start-up cost of future researchers transitioning to a VR space, and finally, the dataset analyzed here of behavioral, eye and head tracking data synchronized with environmental variables from a task specifically designed to elicit a variety of eye and head movements could be an asset in testing future eye movement classification algorithms.


2008 ◽  
Vol 17 (5-6) ◽  
pp. 333-346
Author(s):  
Jan E. Holly

Artificial gravity by centrifugation can lead to perceptual disturbances in the form of motion sickness and/or misperception of motion during head movements, but the degree of perceptual disturbance during centrifugation in 0-g has not been thoroughly investigated. It is known that during whole-body on-axis yaw rotation in 0-g, head movements in pitch and roll cause very little disturbance, despite significant disturbance in 1-g. Therefore, 1-g experimental results do not apply directly to 0-g without further analysis. A modeling approach was used here to predict disorienting effects in 0-g and 1-g environments, with different rotation speeds, centrifuge radii, and directions of head movement. The results were based upon investigation of the stimulus itself, in the form of angular and linear accelerations, and their consequences due to linear-angular interactions in three dimensions. The results explain known differences in 0-g and 1-g, for head turns toward and away from the direction of motion, and for head movements on- and off-axis. Additional predictions include an increase in perceptual disturbance with the magnitude of the gravito-inertial acceleration (GIA), therefore an increase off-axis, but a decrease in 0-g. Also predicted is that head-movement direction makes a difference, with rotation outward relative to the centrifuge axis causing the least disturbance.


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