When stationary observers view an optic-flow pattern, visually induced self-motion perception (vection) and a form of motion sickness known as simulator sickness (SS), can result. Previous results suggest that an expanding flow pattern leads to more SS than a contracting pattern. Sensory conflict, a possible cause of SS, may be more salient when an expanding optic-flow pattern is viewed. An experiment was conducted to test if a more salient sensory conflict accompanying expanding flow patterns might inhibit vection. Participants (n = 15) viewed a pattern of blue squares, either steadily expanded or contracted, on a large rear-projection screen. Vection onset and magnitude were measured for 30 s with a computer-interfaced slide device. Vection onset was significantly faster, and vection magnitude stronger, when a contracting pattern was viewed. We propose that our extensive experience with forward self-motion may form a neural expectancy (exposure-history) about the sensory inputs which typically accompany expanding flow. However, since backward self-motion is less common, there may be a weaker exposure-history for contracting flow, and as a result these patterns generate less salient sensory conflict and subsequently less vection.
The optic flow patterns generated by virtual reality (VR) systems typically produce visually induced experiences of self-motion (vection). While this vection can enhance presence in VR, it is often accompanied by a variant of motion sickness called simulator sickness (SS). However, not all vection experiences are the same. In terms of perceived heading and/or speed, visually simulated self-motion can be either steady or changing. It was hypothesized that changing vection would lead to more SS. Participants viewed an optic flow pattern that either steadily expanded or alternately expanded and contracted. In one experiment, SS was measured pretreatment and after 5 min of viewing using the Simulator Sickness Questionnaire. In a second experiment employing the same stimuli, vection onset and magnitude were measured using a computer-interfaced slide indicator. The steadily expanding flow pattern, compared to the expanding and contracting pattern, led to: 1) significantly less SS, 2) lower subscores for nausea, oculomotor, and disorientation symptoms, 3) more overall vection magnitude, and 4) less changing vection. Collectively, these results suggest that changing vection exacerbates SS.
When a large optic-flow pattern is viewed, induced self-motion perception (vection) can result even for observers who are stationary relative to Earth. Vection is common in optokinetic drums, large-screen cinemas, vehicle simulators, and other virtual environments. However, not all optic-flow patterns are equally effective in producing vection. We hypothesized that visual-field characteristics that typically accompany self-motion are likely to facilitate vection. The two characteristics tested in the current study were color and global visual-field movement consistent with head bob and sway that occurs when a person walks or runs. Stationary observers viewed first-person perspective video clips on a rear-projection screen that depicted forward self-motion. Vection onset and magnitude were measured with a computer-interfaced slide device. In experiment 1, either a grayscale or color video was presented. In experiment 2, the video was shot either from a smooth rolling cart or with a hand-held camera that yielded gait information in addition to global expansion. Vection onset was found to be faster, and stronger in magnitude, when videos containing color and gait movements were viewed. These results suggest that visual-field features that are common during actual self-motion can enhance vection in a virtual environment, resulting in a more realistic experience for viewers.
Our findings appear to represent a special case in visual self-motion perception where high-frequency vertical oscillation both enhances vection and increases simulator sickness when it is incorporated into an optic flow display simulating constant velocity self-motion in depth.
Background: Stationary subjects who perceive visually induced illusions of self-motion, or vection, in virtual reality (VR) often experience cybersickness, the symptoms of which are similar to those experienced during motion sickness. An experiment was conducted to test the effects of single and dual-axis rotation of a virtual environment on cybersickness. It was predicted that VR displays which induced illusory dual-axis (as opposed to single-axis) self-rotations in stationary subjects would generate more sensory conflict and subsequently more cybersickness. Methods: There were 19 individuals (5 men, 14 women, mean age = 19.8 yr) who viewed the interior of a virtual cube that steadily rotated (at 60ÃÂÃÂÃÂðà ÂÃÂÃÂ÷ sÃÂâÃÂÃÂÃÂÃÂ1) about either the pitch axis or both the pitch and roll axes simultaneously. Subjects completed the Simulator Sickness Questionnaire (SSQ) before a trial and after 5 min of stimulus viewing. Results: Post-treatment total SSQ scores and subscores for nausea, oculomotor, and disorientation were significantly higher in the dual-axis condition. Conclusions: These results support the hypothesis that a vection-inducing VR stimulus that rotates about two axes generates more cybersickness compared to a VR stimulus that rotates about only one. In the single-axis condition, sensory conflict and pseudo-Coriolis effects may have led to symptoms. However, in the dual-axis condition, not only was perceived self-motion more complex (two axes compared to one), the inducing stimulus was consistent with twice as much self-motion. Hence, the increased likelihood/magnitude of sensory conflict and pseudo-Coriolis effects may have subsequently resulted in a higher degree of cybersickness in the dual-axis condition.
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