Abstract

Immersive virtual reality (VR) has been used in different fields such as training, educational programs, entertainment, psychological treatments, and rehabilitation. Despite its broad utilization, some issues limit its application such as the loss of balance. Balance is disturbed because visual stimuli received from the virtual scenario are not in harmony with perceived stimuli by the proprioception and vestibular systems that remain in contact with the real environment. With the increasing popularity and accessibility of high-quality VR systems, concerns have been raised about the propensity of VR to induce balance loss. Balance is essential for safe use of VR experience and its loss can result in severe injury. In this work, we present a methodology and the necessary tools to quantify the influence of VR on the user’s balance and assess risk of falls during VR interaction. By means of an experiment making use of an Oculus Rift and a MS Kinect Sensor, we observe, quantify and compare the effect of VR scenes with different levels of danger on the balance of users, as well as the effect of visual and auditory warnings of balance loss. Results suggest that auditory signs were not effective in warning users about risk of fall, and that the order which the scenes are presented to users affects their behavior. Users who were first presented to a more challenging scene proceeded more carefully and most of the time carried this behavior to the other less challenging scenes.

Highlights

  • Up to a few years ago, Virtual Reality (VR), as an emerging technology, seemed to be far from mainstream adoption, mostly due to the high cost of VR gear

  • Immersive VR completely changes our visual perception of the surrounding environment and this can, and most of the time does, provide information contradictory to that which we perceive through the other subsystems involved in balance, like the proprioceptive system and the vestibular system, producing discomfort, motion sickness, and loss of balance [2]

  • We cover concepts related to human balance, and cover topics related to the center of gravity/center of mass

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Summary

Introduction

Up to a few years ago, Virtual Reality (VR), as an emerging technology, seemed to be far from mainstream adoption, mostly due to the high cost of VR gear. Balance is a complex skill composed of three subsystems that work together to keep us aware of our surroundings and give us the ability to react to current conditions and prepare for future changes. These subsystems are the proprioceptive system, the vestibular system, and vision. We discuss related work such as the center of mass calculation and previous studies of visual induced motion sickness and fall risk in virtual reality interaction. Balance is achieved by the joint effort of three subsystems working together to keep us aware of our surroundings They give us the ability to react to current conditions and prepare for future changes preventing us from falling. These subsystems are the proprioceptive system, vestibular system, and vision [2]

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