Abstract

The goal of the study was assessment of the hour-long training involving handling virtual environment (sVR) and watching a stereoscopic 3D movie on the mechanisms of autonomic heart rate (HR) regulation among the subjects who were not predisposed to motion sickness. In order to exclude predispositions to motion sickness, all the participants (n=19) underwent a Coriolis test. During an exposure to 3D and sVR the ECG signal was continuously recorded using the Holter method. For the twelve consecutive 5-min epochs of ECG signal, the analysis of heart rate variability (HRV) in time and frequency domains was conducted. After 30 min from the beginning of the training in handling the virtual workstation a significant increase in LF spectral power was noted. The values of the sympathovagal LF/HF index while sVR indicated a significant increase in sympathetic predominance in four time intervals, namely between the 5th and the 10th minute, between the 15th and the 20th minute, between the 35th and 40th minute and between the 55th and the 60th minute of exposure.

Highlights

  • Virtual reality (VR) techniques are used in everyday life – for entertainment purposes, e.g., computer games or stereoscopic (3D) movies and in working environments, mainly for training purposes

  • It is believed that the symptoms of simulator sickness, evoked by the illusion of motion in VR are more frequent in individuals predisposed to motion sickness related to real motion; all the participants were subjected to Coriolis test verifying individual inclinations to motion sickness

  • heart rate variability (HRV) analysis in time and frequency domain Figures 3–6 present the mean values of heart rate (HR) and LF, high frequency (HF) and LF/HF parameters determined for 12 consecutive 5-min epochs of ECG signal while watching the stereoscopic (3D) movie and during training in operating the virtual workstation

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Summary

Introduction

Virtual reality (VR) techniques are used in everyday life – for entertainment purposes, e.g., computer games or stereoscopic (3D) movies and in working environments, mainly for training purposes. Training effectiveness may depend on the level of immersion in virtual environment (VE). Assessment of the quality of the activities performed during training involving VR immersion may be inadequate to the participant potential due to subjective sensations connected with the inclination to symptoms mimicking motion sickness and defined as simulator sickness.[7,8,9] In literature on the topic, the most often reported symptoms of simulator sickness include: visual disorders (hallucinations, eye strain, blurred vision), dizziness and headaches, fatigue, pallor, sweating, gastrointestinal disorders (compression of the upper abdominal cavity, nausea, emesis, loss of appetite), apathy and limited mental concentration and muscular activity.[10,11,12]

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