DOI QR코드

DOI QR Code

Effects of whole body movements in using virtual reality headsets on visually induced motion sickness

전신 움직임을 요구하는 컨트롤러가 가상현실 디바이스에서 시지각과 가상현실 멀미에 끼치는 영향

  • Kim, Sung-ho (Department of Interaction Science, Sungkyunkwan University) ;
  • Shin, Dong-Hee (School of Media and Communication, Chung-Ang University)
  • 김동호 (성균관대학교 인터랙션사이언스학과) ;
  • 신동희 (중앙대학교 미디어커뮤니케이션학부)
  • Received : 2017.04.01
  • Accepted : 2017.04.25
  • Published : 2017.04.30

Abstract

Though new body movement based input system immerged in Virtual Reality (VR), VR still has a visually induced motion sickness (VIMS) problem to be accepted for users. VIMS are caused by changes in visually perceived movement that discord with vestibular system's sense of movement. Not only Head-body movements, but also hand gestures to make commands and torso movement can affect visual movement perception by enhancing immersion and its psychological product; presence. The question arises does whole body movement and hand gesture to make commands are more dominant to arousal, presence, and VIMS? To address this question, we conducted "2 (IV1; head-body movements only vs. whole body movements) * 1" between subject design experiment. The results showed that significant effect on whole body movements and arousal, marginally significant effect on presence. Eyewear usage was a moderator between hand gesture and presence relationship.

가상현실 경험에서 높은 감각적 몰입으로 시각으로 지각되는 정보와 전정기관, 체성감각 등 감각기가 지각하는 정보 간에 불일치가 생기면서 가상현실 멀미가 일어나 기기의 보급에 장애가 되고 있다. 본 연구는 기존의 감각의 충돌 이론에 착안하여 모션 컨트롤러로 대표되는 새로운 전반적인 신체의 움직임이 각성 정도와 현존감에 영향을 끼치며, 가상현실 멀미를 촉발할 수 있고 각성 정도는 감각적 몰입, 현존감과 깊은 관계가 있다는 가설을 세우고 실험을 통해 검증하였다. 특히 컨트롤을 위한 전체적인 신체의 움직임에 집중하여, 몸-머리 움직임과 대조하여 연구하였다. 실험의 결과로 신체 움직임과 각성 정도 간에 유의한 상관관계를 확인할 수 있었고, 현존감에 대해서도 일정 정도 유의한 상관 관계가 있음을 확인할 수 있었다. 또, 신체의 움직임이 있을 때, 안경의 착용 유무가 관측되는 가상현실 멀미에 중재변수로 역할을 하는 것을 확인할 수 있었다.

Keywords

References

  1. Gartner, Gartner's 2015 Hype Cycle for Emerging Technologies Identifies the Computing Innovations That Organizations Should Monitor, 2014, available: http://www.gartner.com/newsroom/id/3114217
  2. USATODAY, Oculus cuts price on virtual reality gear, 2017, available: https://www.usatoday.com/story/tech/news/2017/03/01/oculus-cuts-price-rift-goggles-and-touch-controllers/98585806/
  3. Financial Times, VR industry faces reality check on sales growth, 2017, available: https://www.ft.com/content/f7e231ee-fc84-11e6-96f8-3700c5664d30
  4. ScienceNews, Virtual reality raises real risk of motion sickness, Women more likely to feel nausea than men using gaming headset, 2016, available: https://www.sciencenews.org/article/virtual-reality-raises-real-risk-motion-sickness
  5. Stanney, Kay M., Robert S. Kennedy, and Kelly S. Hale, "Virtual environment usage protocols", Handbook of Virtual Environments: Design, Implementation, and Applications, Second Edition, CRC Press, 797-809, 2014. .
  6. Kim, Sungho, et al, "Effects of Body Movements in Using Virtual Reality Headsets." 한국 HCI 학회 학술대회 587-590, 2016.
  7. LaViola Jr, Joseph J, "A discussion of cybersickness in virtual environments", ACM SIGCHI Bulletin 32.1, 47-56, 2000. https://doi.org/10.1145/333329.333344
  8. Cheung, B. S., I. P. Howard, and K. E. Money, "Visually-induced sickness in normal and bilaterally labyrinthine-defective subjects", Aviation, space, and environmental medicine, 1991.
  9. Cheung, B. S. K., et al, "Circular vection about earth-horizontal axes in bilateral labyrinthine-defective subjects", Acta oto-laryngologica 108.5-6 336-344, 1989. https://doi.org/10.3109/00016488909125537
  10. Johnson, Walter H., Fred A. Sunahara, and Jack P. Landolt, "Importance of the vestibular system in visually induced nausea and self-vection", Journal of Vestibular Research 9.2, 83-87 1999.
  11. Reason, James T., and Joseph John Brand, Motion sickness. Academic press, 1975.
  12. Treisman, Michel, "Motion sickness: an evolutionary hypothesis", Science 197.4302, 493-495 1977. https://doi.org/10.1126/science.301659
  13. Riccio, Gary E., and Thomas A. Stoffregen, "An ecological theory of motion sickness and postural instability", Ecological psychology 3.3 195-240, 1991. https://doi.org/10.1207/s15326969eco0303_2
  14. Smart Jr, L. James, Thomas A. Stoffregen, and Benoît G. Bardy, "Visually induced motion sickness predicted by postural instability", Human Factors 44.3 451-465, 2002 https://doi.org/10.1518/0018720024497745
  15. Rolnick, Arnon, and R. E. Lubow, "Why is the driver rarely motion sick? The role of controllability in motion sickness", Ergonomics 34.7 867-879, 1991 https://doi.org/10.1080/00140139108964831
  16. Bles, Willem, et al, "Motion sickness: only one provocative conflict?", Brain research bulletin 47.5 481-487, 1998 https://doi.org/10.1016/S0361-9230(98)00115-4
  17. Sadowsky, John, and Robert W. Massof, "Sensory engineering" Johns Hopkins APL Technical Digest (Applied Physics Laboratory) 15.2 99-109, 1994.
  18. Riva, Giuseppe, and Luca Melis, "Virtual reality for the treatment of body image disturbances", Studies in health technology and informatics 95-112, 1997
  19. Bohil, Corey J., Bradly Alicea, and Frank A. Biocca, "Virtual reality in neuroscience research and therapy" , Nature reviews neuroscience 12.12 752-762, 2011 https://doi.org/10.1038/nrn3122
  20. Crowley, John S, "Simulator sickness: a problem for Army aviation", Aviation, space, and environmental medicine, 1987.
  21. Slater, Mel, John McCarthy, and Francesco Maringelli, "The influence of body movement on subjective presence in virtual environments." Human Factors 40.3 469-477, 1998 https://doi.org/10.1518/001872098779591368
  22. Terziman, Leo, et al, "Shake-your-head: Revisiting walking-in-place for desktop virtual reality", Proceedings of the 17th ACM Symposium on Virtual Reality Software and Technology, ACM, 2010.
  23. Reiner, Miriam, "The role of haptics in immersive telecommunication environments", IEEE Transactions on Circuits and Systems for Video Technology 14.3 392-401, 2004. https://doi.org/10.1109/TCSVT.2004.823399
  24. Won, Andrea Stevenson, et al, "Homuncular flexibility in virtual reality", Journal of Computer-Mediated Communication 20.3 241-259, 2015 https://doi.org/10.1111/jcc4.12107
  25. Walker, Alexander D., et al, "Head movements and simulator sickness generated by a virtual environment", Aviation, space, and environmental medicine 81.10 929-934, 2010. https://doi.org/10.3357/ASEM.2735.2010
  26. Limperos, Anthony M., et al, "Gaming across different consoles: exploring the influence of control scheme on game-player enjoyment", Cyberpsychology, Behavior, and Social Networking 14.6 345-350, 2011. https://doi.org/10.1089/cyber.2010.0146
  27. Steuer, Jonathan, "Defining virtual reality: Dimensions determining telepresence", Journal of communication 42. 4 73-93, 1992. https://doi.org/10.1111/j.1460-2466.1992.tb00812.x
  28. Lombard, Matthew, and Theresa Ditton, "At the heart of it all: The concept of presence", Journal of Computer-Mediated Communication 3.2 0-0, 1997.
  29. Lee, Kwan Min, "Presence, explicated", Communication theory 14.1 27-50, 2004. https://doi.org/10.1111/j.1468-2885.2004.tb00302.x
  30. Parsons, Thomas D., and Albert A. Rizzo, "Initial validation of a virtual environment for assessment of memory functioning: virtual reality cognitive performance assessment test", CyberPsychology & Behavior 11.1 17-25, 2008. https://doi.org/10.1089/cpb.2007.9934
  31. Price, Matthew, et al, "Does engagement with exposure yield better outcomes? Components of presence as a predictor of treatment response for virtual reality exposure therapy for social phobia", Journal of anxiety disorders 25.6 763-770, 2011. https://doi.org/10.1016/j.janxdis.2011.03.004
  32. Lin, JJ-W., et al, "Effects of field of view on presence, enjoyment, memory, and simulator sickness in a virtual environment", Virtual Reality Proceedings IEEE, 2002.
  33. Stanney, Kay M., et al, "What to expect from immersive virtual environment exposure: Influences of gender, body mass index, and past experience", Human Factors 45.3 504-520, 2003. https://doi.org/10.1518/hfes.45.3.504.27254
  34. Witmer, Bob G., and Michael J. Singer, "Measuring presence in virtual environments: A presence questionnaire", Presence: Teleoperators and virtual environments 7.3 225-240, 1998. https://doi.org/10.1162/105474698565686
  35. Kennedy, Robert S., et al, "Simulator sicknes questionnaire: An enhanced method for quantifying simulator sickness", The international journal of aviation psychology 3.3 203-220, 1993. https://doi.org/10.1207/s15327108ijap0303_3
  36. Kennedy, Robert S., et al, "Profile analysis of after-effects experienced during exposure to several virtual reality environments", AGARD CONFERENCE PROCEEDINGS AGARD CP. AGARD, 1994.
  37. Anderson, Craig A., William E. Deuser, and Kristina M. DeNeve, "Hot temperatures, hostile affect, hostile cognition, and arousal: Tests of a general model of affective aggression", Personality and Social Psychology Bulletin 21.5 434-448, 1995 https://doi.org/10.1177/0146167295215002
  38. Ebenholtz, Sheldon, Oculomotor systems and perception, Cambridge University Press, 2001.
  39. Fiske, Susan T., and Shelley E. Taylor, Social cognition: From brains to culture, Sage, 2013.
  40. Lee, J., and Shin, D., "3D lattice information space for TV contents based on spatial metaphor", Journal of Digital Contents Society 15.5, 651-661, 2014. https://doi.org/10.9728/dcs.2014.15.5.651

Cited by

  1. IoT 디바이스에서 다차원 디지털 신호 처리를 위한 신경망 최적화 vol.18, pp.6, 2017, https://doi.org/10.9728/dcs.2017.18.6.1165
  2. Do Gender, Types of VR Game, & Virtual Presence Matter in VR Games? vol.16, pp.4, 2017, https://doi.org/10.5392/ijoc.2020.16.4.078