Exploring neural and peripheral physiological correlates of simulator sickness

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Abstract This article investigates neural and physiological correlates of simulator sickness (SS) through a controlled experiment conducted within a fully immersive dome projection system. Our goal is to establish a reliable, objective, and in situ measurable predictive indicator of SS. SS is a problem common to all types of visual simulators consisting of motion sickness‐like symptoms that may be experienced while and after being exposed to a dynamic, immersive visualization. It leads to ethical concerns and impaired validity of simulator‐based research. Due to the popularity of virtual reality devices, the number of people exposed to this problem is increasing and, therefore, it is crucial to find reliable predictors of this condition before any symptoms appear. Despite its relevance and the several theories about its origins, SS cannot yet be quantitatively modeled and predicted. Our results indicate that, while neural correlates did not materialize, physiological measures may be a solid early indicator of oncoming SS.

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This article discusses the effects of Animated Virtual Actors (AVAs) visual complexity on Simulator Sickness (SS) in Virtual Reality (VR) applications. SS is one of the major disadvantages of VR simulations. Previous research has shown that visual complexity correlates with SS. Yet complex AVAs are increasingly used along with real-time graphics. Minimising SS for a VR application is thus beneficial. A series of VR simulations were created to teach second-year psychology students about the navigational capabilities of desert ants with different levels of AVA’s visual complexity: ?at, cartoon, or life- like. We predicted that more complex AVAs would induce more SS. The results contradicted the predictions, with no significant differences in SS between groups as a function of the AVAs visual complexity. Moreover, our methods succeeded in low overall levels of SS in all the simulations. Possible explanations and our future research directions are discussed.

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  • Research Article
  • Cite Count Icon 111
  • 10.1371/journal.pone.0194137
Influence of bone-conducted vibration on simulator sickness in virtual reality.
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  • PLOS ONE
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Use of virtual reality (VR) technology is often accompanied by a series of unwanted symptoms, including nausea and headache, which are characterised as ‘simulator sickness’. Sensory mismatch has been thought to lie at the heart of the problem and recent studies have shown that reducing cue mismatch in VR can have a therapeutic effect. Specifically, electrical stimulation of vestibular afferent nerves (galvanic vestibular stimulation; GVS) can reduce simulator sickness in VR. However, GVS poses a risk to certain populations and can also result in negative symptoms in normal, healthy individuals. Here, we tested whether noisy vestibular stimulation through bone-vibration can also reduce symptoms of simulator sickness. We carried out two experiments in which participants performed a spatial navigation task in VR and completed the Simulator Sickness Questionnaire over a series of trials. Experiment 1 was conducted using a high-end projection-based VR display, whereas Experiment 2 involved the use of a consumer head mounted display. During each trial, vestibular stimulation was either: 1) absent; 2) coupled with large angular accelerations of the projection camera; or 3) applied randomly throughout each trial. In half of the trials, participants actively navigated using a motion controller, and in the other half they were moved passively through the environment along pre-recorded motion trajectories. In both experiments we obtained lower simulator sickness scores when vestibular stimulation was coupled with angular accelerations of the camera. This effect was obtained for both active and passive movement control conditions, which did not differ. The results suggest that noisy vestibular stimulation can reduce simulator sickness, and that this effect appears to generalize across VR conditions. We propose further examination of this stimulation technique.

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This article discusses factors related to simulation sickness in virtual reality driving simulations with head-mounted displays. Simulation sickness is a well-known phenomenon that has physiological effects on users, such as disorientation, headache, and nausea. There are three major theories why simulation sickness arises. Previous research on this phenomenon has mostly concentrated on driving or flying simulators with standard computer displays. It is, therefore, possible to conclude that any simulated environment could have such an effect, and virtual reality should not be considered an exception to such problems. While virtual reality has had and will continue to have a positive impact on the development and testing of new automotive interior concepts, simulation sickness is a significant drawback. Despite the advances in technology, discomfort from using head-mounted displays has yet to be resolved. A review of these displays in the context of virtual reality driving applications over the recent years will be presented. Moreover, characterization and comparison of approaches to mitigate simulation sickness will be given in the text. Concluding suggestions for future work on the correlation between simulation sickness and a virtual driving environment will be provided.

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  • Research Article
  • Cite Count Icon 21
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Attention is the ability to actively process specific information within one’s environment over longer periods of time while disregarding other details. Attention is an important process that contributes to overall cognitive performance from performing every day basic tasks to complex work activities. The use of virtual reality (VR) allows study of the attention processes in realistic environments using ecological tasks. To date, research has focused on the efficacy of VR attention tasks in detecting attention impairment, while the impact of the combination of variables such as mental workload, presence and simulator sickness on both self-reported usability and objective attention task performance in immersive VR has not been examined. The current study tested 87 participants on an attention task in a virtual aquarium using a cross-sectional design. The VR task followed the continuous performance test paradigm where participants had to respond to correct targets and ignore non-targets over 18 min. Performance was measured using three outcomes: omission (failing to respond to correct targets), commission errors (incorrect responses to targets) and reaction time to correct targets. Measures of self-reported usability, mental workload, presence and simulator sickness were collected. The results showed that only presence and simulator sickness had a significant impact on usability. For performance outcomes, simulator sickness was significantly and weakly associated with omission errors, but not with reaction time and commission errors. Mental workload and presence did not significantly predict performance. Our results suggest that usability is more likely to be negatively impacted by simulator sickness and lack of presence than performance and that usability and attention performance are linked. They highlight the importance of considering factors such as presence and simulator sickness in attention tasks as these variables can impact usability.

  • Book Chapter
  • Cite Count Icon 23
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Simulation Sickness Related to Virtual Reality Driving Simulation
  • Jan 1, 2017
  • Quinate Chioma Ihemedu-Steinke + 5 more

This paper reports on a study regarding the conditions that reduce simulation sickness in virtual reality driving simulation. Simulation sickness in virtual reality applications is frequent and thus poses a major obstacle in obtaining data from participants involved in these simulations. Many solutions have been presented by various sources on how to reduce the occurrence of simulation sickness symptoms. Nevertheless, there is not enough evidence to back up an appropriate solution that works for the majority of simulated environments and individuals. Therefore, this work was meant to find appropriate solutions of simulation sickness related to virtual reality driving simulators with a focus on the effect of adding visual assets in the simulated environment. Initially, an online survey was performed with 31 participants in order to gather unbiased users’ experiences with driving simulation and virtual reality with regards to simulation sickness. Based on the information gathered from related works and suggestions of the online survey participants, the addition of motion cues and visual assets were identified as very essential when dealing with simulation sickness related to driving simulation. Therefore, new visual assets were added to enhance an already implemented simulator software in order to replicate a realistic traffic environment. An experiment with 72 participants was used to test eight hypotheses related to virtual reality driving simulation and simulations sickness. The results indicate that the addition of visual assets to the virtual reality driving simulator reduced the onset of simulation sickness and improved the driving session’s duration.

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Sick Moves! Motion Parameters as Indicators of Simulator Sickness.
  • Aug 14, 2019
  • IEEE Transactions on Visualization and Computer Graphics
  • Tobias Feigl + 7 more

We explore motion parameters, more specifically gait parameters, as an objective indicator to assess simulator sickness in Virtual Reality (VR). We discuss the potential relationships between simulator sickness, immersion, and presence. We used two different camera pose (position and orientation) estimation methods for the evaluation of motion tasks in a large-scale VR environment: a simple model and an optimized model that allows for a more accurate and natural mapping of human senses. Participants performed multiple motion tasks (walking, balancing, running) in three conditions: a physical reality baseline condition, a VR condition with the simple model, and a VR condition with the optimized model. We compared these conditions with regard to the resulting sickness and gait, as well as the perceived presence in the VR conditions. The subjective measures confirmed that the optimized pose estimation model reduces simulator sickness and increases the perceived presence. The results further show that both models affect the gait parameters and simulator sickness, which is why we further investigated a classification approach that deals with non-linear correlation dependencies between gait parameters and simulator sickness. We argue that our approach could be used to assess and predict simulator sickness based on human gait parameters and we provide implications for future research.

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