scholarly journals Postural Activity During Use of a Head-Mounted Display: Sex Differences in the “Driver–Passenger” Effect

2020 ◽  
Vol 1 ◽  
Author(s):  
Christopher Curry ◽  
Nicolette Peterson ◽  
Ruixuan Li ◽  
Thomas A. Stoffregen

Motion sickness is common in virtual environments. The risk of motion sickness varies widely between individuals and across situations. The subjective experience of motion sickness often is preceded by distinctive patterns of movement in the control of head and body posture. Previous research has documented reliable sex differences in the kinematics of postural activity, as well as reliable differences in postural activity between participants who were in control of a virtual vehicle and participants who were not. We asked whether postural precursors of motion sickness would simultaneously be influenced by individual and situational factors. We analyzed movement of the head and torso while seated participants were exposed to a driving video game presented through a head-mounted display. Half of the participants were women, and half were men. Using a yoked-control design, half of the participants controlled the virtual vehicle (Drivers), whereas half watched previously recorded vehicle trajectories (Passengers). The maximum exposure duration was 15 min, but participants were instructed to discontinue participation immediately if they experienced any symptoms of motion sickness, however mild. We analyzed movement kinematics not only in terms of sex and vehicle control but also in terms of participants who did or did not report motion sickness. Movement differed between Drivers and Passengers, in terms of both the spatial magnitude and multifractality of movement. The spatial magnitude of movement was simultaneously influenced by sex (men vs. women) and vehicle control (Drivers vs. Passengers). In addition, in statistically significant interactions, we identified postural precursors of motion sickness that differed between Drivers and Passengers and, separately, between Drivers and Passengers as a function of sex. The results are consistent with a prediction of the postural instability theory of motion sickness etiology and shed new light on the multifactorial origins of postural precursors of motion sickness in virtual environments.

2021 ◽  
Author(s):  
Jonathan Kelly ◽  
Lucia Cherep ◽  
Alex Lim ◽  
Taylor Doty ◽  
Stephen B. Gilbert

The number of people who own a virtual reality (VR) head-mounted display (HMD) has reached a point where researchers can readily recruit HMD owners to participate remotely using their own equipment. However, HMD owners recruited online may differ from the university community members who typically participate in VR research. HMD owners (n=220) and non-owners (n=282) were recruited through two online work sites---Amazon's Mechanical Turk and Prolific---and an undergraduate participant pool. Participants completed a survey in which they provided demographic information and completed measures of HMD use, video game use, spatial ability, and motion sickness susceptibility. In the context of the populations sampled, the results provide 1) a characterization of HMD owners, 2) a snapshot of the most commonly owned HMDs, 3) a comparison between HMD owners and non-owners, and 4) a comparison among online workers and undergraduates. Significant gender differences were found: men reported lower motion sickness susceptibility and more video game hours than women, and men outperformed women on spatial tasks. Men comprised a greater proportion of HMD owners than non-owners, but after accounting for this imbalance, HMD owners did not differ appreciably from non-owners. Comparing across recruitment platform, male undergraduates outperformed male online workers on spatial tests, and female undergraduates played fewer video game hours than female online workers. The data removal rate was higher from Amazon compared to Prolific, possibly reflecting greater dishonesty. These results provide a description of HMD users that can inform researchers recruiting remote participants through online work sites. These results also signal a need for caution when comparing in-person VR research that primarily enrolls undergraduates to online VR research that enrolls online workers.


2012 ◽  
Vol 217 (2) ◽  
pp. 299-309 ◽  
Author(s):  
Chih-Hui Chang ◽  
Wu-Wen Pan ◽  
Li-Ya Tseng ◽  
Thomas A. Stoffregen

2011 ◽  
Vol 17 (2) ◽  
pp. 128-138 ◽  
Author(s):  
Xiao Dong ◽  
Ken Yoshida ◽  
Thomas A. Stoffregen

2021 ◽  
Vol 78 ◽  
pp. 102832
Author(s):  
Chih-Hui Chang ◽  
Thomas A. Stoffregen ◽  
Li-Ya Tseng ◽  
Man Kit Lei ◽  
Kuangyou B. Cheng

Author(s):  
Daniel Gracia De Luna ◽  
Roel Tijernia ◽  
Alley Butler ◽  
Emmett Tomai ◽  
Douglas Timmer ◽  
...  

Abstract This paper reports on an experiment in human subject balance and coordination using a HTC Vive head mounted display to create a virtual environment. For the experiment, 30 male human subjects of college age and 30 female subjects of college age were asked to navigate along a clear path in a virtual world using a controller with their dominant hand and asked to balance a virtual ball on a virtual plate using the other controller in the non-dominant hand. The test subjects moved along a clearly marked path, with three surprise obstacles occurring: a large rock landing near the path, and explosion near the path, and a flock of birds coming across the path. Data included 6 degree of freedom trajectories for the head, and both hands, as well as data gathered by the computer system on ball location and velocity, plate location and velocity and ball status. Likert scale questionnaires were answered by the test subjects relative to video game experience, sense of presence, and ease of managing the ball movement. Statistics showed that the male students dropped the ball less frequently at p = 0.0254 and p = 0.0036. In contrast, female students were aware of their performance with correlation levels of 0.632 and 0.588.


Author(s):  
Fabienne Roche ◽  
Anna Somieski ◽  
Stefan Brandenburg

Objective: We investigated drivers’ behavior and subjective experience when repeatedly taking over their vehicles’ control depending on the design of the takeover request (TOR) and the modality of the nondriving-related task (NDRT). Background: Previous research has shown that taking over vehicle control after highly automated driving provides several problems for drivers. There is evidence that the TOR design and the NDRT modality may influence takeover behavior and that driver behavior changes with more experience. Method: Forty participants were requested to resume control of their simulated vehicle six times. The TOR design (auditory or visual-auditory) and the NDRT modality (auditory or visual) were varied. Drivers’ takeover behavior, gaze patterns, and subjective workload were recorded and analyzed. Results: Results suggest that drivers change their behavior to the repeated experience of takeover situations. An auditory TOR leads to safer takeover behavior than a visual-auditory TOR. And with an auditory TOR, the takeover behavior improves with experience. Engaging in the visually demanding NDRT leads to fewer gazes on the road than the auditory NDRT. Participants’ fixation duration on the road decreased over the three takeovers with the visually demanding NDRT. Conclusions: The results imply that (a) drivers change their behavior to repeated takeovers, (b) auditory TOR designs might be preferable over visual-auditory TOR designs, and (c) auditory demanding NDRTs allow drivers to focus more on the driving scene. Application: The results of the present study can be used to design TORs and determine allowed NDRTs in highly automated driving.


2014 ◽  
Vol 23 (3) ◽  
pp. 253-266 ◽  
Author(s):  
Daniele Leonardis ◽  
Antonio Frisoli ◽  
Michele Barsotti ◽  
Marcello Carrozzino ◽  
Massimo Bergamasco

This study investigates how the sense of embodiment in virtual environments can be enhanced by multisensory feedback related to body movements. In particular, we analyze the effect of combined vestibular and proprioceptive afferent signals on the perceived embodiment within an immersive walking scenario. These feedback signals were applied by means of a motion platform and by tendon vibration of lower limbs, evoking illusory leg movements. Vestibular and proprioceptive feedback were provided congruently with a rich virtual scenario reconstructing a real city, rendered on a head-mounted display (HMD). The sense of embodiment was evaluated through both self-reported questionnaires and physiological measurements in two experimental conditions: with all active sensory feedback (highly embodied condition), and with visual feedback only. Participants' self-reports show that the addition of both vestibular and proprioceptive feedback increases the sense of embodiment and the individual's feeling of presence associated with the walking experience. Furthermore, the embodiment condition significantly increased the measured galvanic skin response and respiration rate. The obtained results suggest that vestibular and proprioceptive feedback can improve the participant's sense of embodiment in the virtual experience.


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