837 research outputs found

    Motion sickness evaluation and comparison for a static driving simulator and a dynamic driving simulator

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    This paper deals with driving simulation and in particular with the important issue of motion sickness. The paper proposes a methodology to evaluate the objective illness rating metrics deduced from the motion sickness dose value and questionnaires for both a static simulator and a dynamic simulator. Accelerations of the vestibular cues (head movements) of the subjects were recorded with and without motion platform activation. In order to compare user experiences in both cases, the head-dynamics-related illness ratings were computed from the obtained accelerations and the motion sickness dose values. For the subjective analysis, the principal component analysis method was used to determine the conflict between the subjective assessment in the static condition and that in the dynamic condition. The principal component analysis method used for the subjective evaluation showed a consistent difference between the answers given in the sickness questionnaire for the static platform case from those for the dynamic platform case. The two-tailed Mann–Whitney U test shows the significance in the differences between the self-reports to the individual questions. According to the two-tailed Mann–Whitney U test, experiencing nausea (p = 0.019 < 0.05) and dizziness (p = 0.018 < 0.05) decreased significantly from the static case to the dynamic case. Also, eye strain (p = 0.047 < 0.05) and tiredness (p = 0.047 < 0.05) were reduced significantly from the static case to the dynamic case. For the perception fidelity analysis, the Pearson correlation with a confidence interval of 95% was used to study the correlations of each question with the x illness rating component IRx, the y illness rating component IRy, the z illness rating component IRz and the compound illness rating IRtot. The results showed that the longitudinal head dynamics were the main element that induced discomfort for the static platform, whereas vertical head movements were the main factor to provoke discomfort for the dynamic platform case. Also, for the dynamic platform, lateral vestibular-level dynamics were the major element which caused a feeling of fear

    Configural Scoring of Simulator Sickness, Cybersickness and Space Adaptation Syndrome: Similarities and Differences?

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    From a survey of ten U.S. Navy flight simulators a large number (N > 1,600 exposures) of self-reports of motion sickness symptomatology were obtained. Using these data, scoring algorithms were derived, which permit examination of groups of individuals that can be scored either for 1) their total sickness experience in a particular device; or, 2) according to three separable symptom clusters which emerged from a Factor Analysis. Scores from this total score are found to be proportional to other global motion sickness symptom checklist scores with which they correlate (r = 0.82). The factors that surfaced from the analysis include clusters of symptoms referable as nausea, oculomotor disturbances, and disorientation (N, 0, and D). The factor scores may have utility in differentiating the source of symptoms in different devices. The present chapter describes our experience with the use of both of these types of scores and illustrates their use with examples from flight simulators, space sickness and virtual environments

    The Effects of Different Optokinetic Drum Rotation Speeds on Motion Sickness Symptoms, Cognitive Performance and Sleep Amount

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    Symptoms of motion sickness can be disruptive to human performance. If vection-induced motion sickness symptoms, sleep amount disruptions, and worsening of cognitive performance can be measured and characterized, there are practical implications for equipment design, especially for virtual reality devices and simulators. The researcher conducted three studies. The first study examined the effects of different rotation speeds (0 RPM, 5 RPM, and 10 RPM) of the optokinetic drum on motion sickness symptoms. Motion sickness symptoms were measured using the Simulator Sickness Questionnaire (SSQ). Before exposure to the optokinetic drum, participants were not significantly different from one another in terms of motion sickness symptoms. During exposure to the optokinetic drum, the 5 and 10 RPM conditions experienced significantly more motion sickness symptoms than the 0 RPM condition. Comparing the 5 and 10 RPM conditions during the time of exposure to the optokinetic drum, the 5 and 10 RPM conditions were not significantly different from each other most of the time, with minor exceptions, where the 10 RPM condition induced significantly more motion sickness symptoms than the 5 RPM condition. The second study examined the effects of different rotation speeds of the optokinetic drum and time on cognitive performance. Cognitive performance was measured using the Switching test of the Automated Neuropsychological Assessment Metrics. Cognitive performance, accuracy and mean reaction time were not affected by exposure to the optokinetic drum. The third study examined the effects of different rotation speeds of the optokinetic drum and time on sleep amount. Sleep amount was measured using actigraphs and sleep logs. Sleep amount was not affected by exposure to the optokinetic drum. This project shows that the optokinetic drum is an effective tool to induce and study motion sickness symptoms. Future studies may use the optokinetic drum as a tool to study preventive measures against motion sickness in various environments

    Comparing Virtual Reality to Conventional Simulator Visuals: Effects of Peripheral Visual Cues in Roll-Axis Tracking Tasks

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    This paper compares the effects of peripheral visual cues on manual control between a conventional fixed-base simulator and virtual reality. The results were also compared with those from a previous experiment conducted in a motion-base simulator. Fifteen participants controlled a system with second-order dynamics in a disturbance-rejection task. Tracking performance, control activity, simulator sickness questionnaire answers, and biometrics were collected. Manual control behavior was modeled for the first time in a virtual reality environment. Virtual reality did not degrade participants manual control performance or alter their control behavior. However, peripheral cues were significantly more effective in virtual reality. Control activity decreased for all conditions with peripheral cues. The trends introduced by the peripheral visual cues from the previous experiment were replicated. Finally, VR was not more nauseogenic than the conventional simulator. These results suggest that virtual reality might be a good alternative to conventional fixed-base simulators for training manual control skills

    Mitigation Of Motion Sickness Symptoms In 360 Degree Indirect Vision Systems

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    The present research attempted to use display design as a means to mitigate the occurrence and severity of symptoms of motion sickness and increase performance due to reduced “general effects” in an uncoupled motion environment. Specifically, several visual display manipulations of a 360° indirect vision system were implemented during a target detection task while participants were concurrently immersed in a motion simulator that mimicked off-road terrain which was completely separate from the target detection route. Results of a multiple regression analysis determined that the Dual Banners display incorporating an artificial horizon (i.e., AH Dual Banners) and perceived attentional control significantly contributed to the outcome of total severity of motion sickness, as measured by the Simulator Sickness Questionnaire (SSQ). Altogether, 33.6% (adjusted) of the variability in Total Severity was predicted by the variables used in the model. Objective measures were assessed prior to, during and after uncoupled motion. These tests involved performance while immersed in the environment (i.e., target detection and situation awareness), as well as postural stability and cognitive and visual assessment tests (i.e., Grammatical Reasoning and Manikin) both before and after immersion. Response time to Grammatical Reasoning actually decreased after uncoupled motion. However, this was the only significant difference of all the performance measures. Assessment of subjective workload (as measured by NASA-TLX) determined that participants in Dual Banners display conditions had a significantly lower level of perceived physical demand than those with Completely Separated display designs. Further, perceived iv temporal demand was lower for participants exposed to conditions incorporating an artificial horizon. Subjective sickness (SSQ Total Severity, Nausea, Oculomotor and Disorientation) was evaluated using non-parametric tests and confirmed that the AH Dual Banners display had significantly lower Total Severity scores than the Completely Separated display with no artificial horizon (i.e., NoAH Completely Separated). Oculomotor scores were also significantly different for these two conditions, with lower scores associated with AH Dual Banners. The NoAH Completely Separated condition also had marginally higher oculomotor scores when compared to the Completely Separated display incorporating the artificial horizon (AH Completely Separated). There were no significant differences of sickness symptoms or severity (measured by self-assessment, postural stability, and cognitive and visual tests) between display designs 30- and 60-minutes post-exposure. Further, 30- and 60- minute post measures were not significantly different from baseline scores, suggesting that aftereffects were not present up to 60 minutes post-exposure. It was concluded that incorporating an artificial horizon onto the Dual Banners display will be beneficial in mitigating symptoms of motion sickness in manned ground vehicles using 360° indirect vision systems. Screening for perceived attentional control will also be advantageous in situations where selection is possible. However, caution must be made in generalizing these results to missions under terrain or vehicle speed different than what is used for this study, as well as those that include a longer immersion time

    Real vs Simulated Foveated Rendering to Reduce Visual Discomfort in Virtual Reality

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    In this paper, a study aimed at investigating the effects of real (using eye tracking to determine the fixation) and simulated foveated blurring in immersive Virtual Reality is presented. Techniques to reduce the optical flow perceived at the visual field margins are often employed in immersive Virtual Reality environments to alleviate discomfort experienced when the visual motion perception does not correspond to the body's acceleration. Although still preliminary, our results suggest that for participants with higher self-declared sensitivity to sickness, there might be an improvement for nausea when using blurring. The (perceived) difficulty of the task seems to improve when the real foveated method is used.Comment: 9 pages, 2 figures, 1 table, to be published in proceedings of the 18th International Conference promoted by the IFIP Technical Committee 13 on Human Computer Interaction, INTERACT 2021. August 30th September 3rd, 2021, Bari, Ital
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