Simulation and Virtual Reality Using Nonlinear Kinematic Parameters as a Means of Predicting Motion Sickness in Real-Time in Virtual Environments

Author(s):  
L. James Smart ◽  
Anthony Drew ◽  
Tyler Hadidon ◽  
Max Teaford ◽  
Eric Bachmann

Objective This article presents two studies (one simulation and one pilot) that assess a custom computer algorithm designed to predict motion sickness in real-time. Background Virtual reality has a wide range of applications; however, many users experience visually induced motion sickness. Previous research has demonstrated that changes in kinematic (behavioral) parameters are predictive of motion sickness. However, there has not been research demonstrating that these measures can be utilized in real-time applications. Method Two studies were performed to assess an algorithm designed to predict motion sickness in real-time. Study 1 was a simulation study that used data from Smart et al. (2014). Study 2 employed the algorithm on 28 new participants’ motion while exposed to virtual motion. Results Study 1 revealed that the algorithm was able to classify motion sick participants with 100% accuracy. Study 2 revealed that the algorithm could predict if a participant would become motion sick with 57% accuracy. Conclusion The results of the present study suggest that the motion sickness prediction algorithm can predict if an individual will experience motion sickness but needs further refinement to improve performance. Application The algorithm could be used for a wide array of VR devices to predict likelihood of motion sickness with enough time to intervene.

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.


PLoS ONE ◽  
2021 ◽  
Vol 16 (8) ◽  
pp. e0255898
Author(s):  
Zohreh Salimi ◽  
Martin William Ferguson-Pell

Visually Induced Motion Sickness (VIMS) is a bothersome and sometimes unsafe experience, frequently experienced in Virtual Reality (VR) environments. In this study, the effect of up to four training sessions to decrease VIMS in the VR environment to a minimal level was tested and verified through explicit declarations of all 14 healthy participants that were recruited in this study. Additionally, the Motion Sickness Assessment Questionnaire (MSAQ) was used at the end of each training session to measure responses to different aspects of VIMS. Total, gastrointestinal, and central motion sickness were shown to decrease significantly by the last training session, compared to the first one. After acclimatizing to motion sickness, participants’ sense of presence and the level of their motion sickness in the VR environment were assessed while actuating three novel and sophisticated VR systems. They performed up to four trials of the Illinois agility test in the VR systems and the real world, then completed MSAQ and Igroup Presence Questionnaire (IPQ) at the end of each session. Following acclimatization, the three VR systems generated relatively little motion sickness and high virtual presence scores, with no statistically meaningful difference among them for either MSAQ or IPQ. Also, it was shown that presence has a significant negative correlation with VIMS.


Author(s):  
Zahari Taha ◽  
Mohd Yashim Wong ◽  
Hwa Jen Yap ◽  
Amirul Abdullah ◽  
Wee Kian Yeo

Immersion is one of the most important aspects in ensuring the applicability of Virtual Reality systems to training regimes aiming to improve performance. To ensure that this key aspect is met, the registration of motion between the real world and virtual environment must be made as accurate and as low latency as possible. Thus, an in-house developed Inertial Measurement Unit (IMU) system is developed for use in tracking the movement of the player’s racquet. This IMU tracks 6 DOF motion data and transmits it to the mobile training system for processing. Physically, the custom motion is built into the shape of a racquet grip to give a more natural sensation when swinging the racquet. In addition to that, an adaptive filter framework is also established to cope with different racquet movements automatically, enabling real-time 6 DOF tracking by balancing the jitter and latency. Experiments are performed to compare the efficacy of our approach with other conventional tracking methods such as the using Microsoft Kinect. The results obtained demonstrated noticeable accuracy and lower latency when compared with the aforementioned methods.


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.


2020 ◽  
Author(s):  
Wenge Xu ◽  
Hai-Ning Liang ◽  
Qiuyu He ◽  
Xiang Li ◽  
Kangyou Yu ◽  
...  

BACKGROUND Although full-body seated exercises have been studied in a wide range of settings (ie, homes, hospitals, and daycare centers), they have rarely been converted to seated exergames. In addition, there is an increasing number of studies on immersive virtual reality (iVR) full-body gesture-based standing exergames, but the suitability and usefulness of seated exergames remain largely unexplored. OBJECTIVE This study aimed to evaluate the difference between playing a full-body gesture-based iVR standing exergame and seated exergame in terms of gameplay performance, intrinsic motivation, and motion sickness. METHODS A total of 52 participants completed the experiment. The order of the game mode (standing and sitting) was counterbalanced. Gameplay performance was evaluated by action or gesture completion time and the number of missed gestures. Exertion was measured by the average heart rate (HR) percentage (AvgHR%), increased HR%, calories burned, and the Borg 6-20 questionnaire. Intrinsic motivation was assessed with the Intrinsic Motivation Inventory (IMI), whereas motion sickness was assessed via the Motion Sickness Assessment Questionnaire (MSAQ). In addition, we measured the fear of falling using a 10-point Likert scale questionnaire. RESULTS Players missed more gestures in the seated exergame than in the standing exergame, but the overall miss rate was low (2.3/120, 1.9%). The analysis yielded significantly higher AvgHR%, increased HR%, calories burned, and Borg 6-20 rating of perceived exertion values for the seated exergame (all <i>P</i>&lt;.001). The seated exergame was rated significantly higher on peripheral sickness (<i>P</i>=.02) and sopite-related sickness (MSAQ) (<i>P</i>=.004) than the standing exergame. The score of the subscale “value/usefulness” from IMI was reported to be higher for the seated exergame than the standing exergame. There was no significant difference between the seated exergame and standing exergame in terms of intrinsic motivation (interest/enjoyment, <i>P</i>=.96; perceived competence, <i>P</i>=.26; pressure/tension, <i>P</i>=.42) and the fear of falling (<i>P</i>=.25). CONCLUSIONS Seated iVR full-body gesture-based exergames can be valuable complements to standing exergames. Seated exergames have the potential to lead to higher exertion, provide higher value to players, and be more applicable in small spaces compared with standing exergames. However, gestures for seated exergames need to be designed carefully to minimize motion sickness, and more time should be given to users to perform gestures in seated exergames compared with standing exergames.


2018 ◽  
Vol 65 ◽  
pp. 251-255 ◽  
Author(s):  
Ruixuan Li ◽  
Nicolette Peterson ◽  
Hannah J. Walter ◽  
Ruth Rath ◽  
Christopher Curry ◽  
...  

Sign in / Sign up

Export Citation Format

Share Document