Virtual Reality (VR) applications are increasingly being utilized for research, healthcare, and education. Despite their benefits, many VR users report motion sickness-like sensations (cybersickness), such as headache, disorientation, or nausea. Previous studies suggest that the sense of presence ("being there") in the virtual world may contribute to the severity of cybersickness; however, results have been contradictory, with some studies reporting a negative and some reporting a positive relationship between the two.
View Article and Find Full Text PDFAn important aspect to an immersive experience in Virtual Reality is vection, defined as the illusion of self-motion. Much of the literature to date has explored strategies to maximize vection through manipulations of the visual stimulus (e.g.
View Article and Find Full Text PDFConcussion can lead to various symptoms such as balance problems, memory impairments, dizziness, and/or headaches. It has been previously suggested that during self-motion relevant tasks, individuals with concussion may rely heavily on visual information to compensate for potentially less reliable vestibular inputs and/or problems with multisensory integration. As such, concussed individuals may also be more sensitive to other visually-driven sensations such as visually induced motion sickness (VIMS).
View Article and Find Full Text PDFVection is typically defined as the embodied illusion of self-motion in the absence of real physical movement through space. Vection can occur in real-life situations (e.g.
View Article and Find Full Text PDFVisually induced motion sickness (VIMS) is a common phenomenon when using visual devices such as smartphones and virtual reality applications, with symptoms including nausea, fatigue, and headache. To date, the neuro-cognitive processes underlying VIMS are not fully understood. Previous studies using electroencephalography (EEG) delivered mixed findings, with some reporting an increase in delta and theta power, and others reporting increases in alpha and beta frequencies.
View Article and Find Full Text PDFThe sensation of self-motion in the absence of physical motion, known as vection, has been scientifically investigated for over a century. As objective measures of, or physiological correlates to, vection have yet to emerge, researchers have typically employed a variety of subjective methods to quantify the phenomenon of vection. These measures can be broadly categorized into the occurrence of vection (e.
View Article and Find Full Text PDFBackground: In prior research, we identified and prioritized ten measures to assess research performance that comply with the San Francisco Declaration on Research Assessment, a principle adopted worldwide that discourages metrics-based assessment. Given the shift away from assessment based on Journal Impact Factor, we explored potential barriers to implementing and adopting the prioritized measures.
Methods: We identified administrators and researchers across six research institutes, conducted telephone interviews with consenting participants, and used qualitative description and inductive content analysis to derive themes.
Objective: The San Francisco Declaration on Research Assessment (DORA) advocates for assessing biomedical research quality and impact, yet academic organizations continue to employ traditional measures such as Journal Impact Factor. We aimed to identify and prioritize measures for assessing research quality and impact.
Methods: We conducted a review of published and grey literature to identify measures of research quality and impact, which we included in an online survey.
The widespread use of visual technologies such as Virtual Reality increases the risk of visually induced motion sickness (VIMS). Previously, the 6-item short version of the Visually Induced Motion Sickness Susceptibility Questionnaire (VIMSSQ short form) has been validated for predicting individual variation in VIMS. The aim of the current study was to investigate how the susceptibility to VIMS is correlated with other relevant factors in the general population.
View Article and Find Full Text PDFThe illusion of self-motion (vection) is a multisensory phenomenon elicited by visual, auditory, tactile, or other sensory cues. Aging is often associated with changes in sensory acuity, visual motion perception, and multisensory integration, processes which may influence vection perception. However, age-related differences in vection have received little study to date.
View Article and Find Full Text PDFVisually induced motion sickness (VIMS) is a common sensation when using visual displays such as smartphones or Virtual Reality. In the present study, we investigated whether Machine Learning (ML) techniques in combination with physiological measures (ECG, EDA, EGG, respiration, body and skin temperature, and body movements) could be used to detect and predict the severity of VIMS in real-time, minute-by-minute. A total of 43 healthy younger adults (25 female) were exposed to a 15-minute VIMS-inducing video.
View Article and Find Full Text PDFJ Rehabil Assist Technol Eng
December 2021
Introduction: Embodiment involves experiencing ownership over our body and localizing it in space and is informed by multiple senses (visual, proprioceptive and tactile). Evidence suggests that embodiment and multisensory integration may change with older age. The Virtual Hand Illusion (VHI) has been used to investigate multisensory contributions to embodiment, but has never been evaluated in older adults.
View Article and Find Full Text PDFPurpose Of Review: Motion sickness is an ancient phenomenon that affects many people. Nausea, vomiting, disorientation, sweating, fatigue, and headache are just few of the many signs and symptoms that are commonly experienced during an episode of motion sickness. In the present review, we will provide an overview of the current research trends and topics in the domain of motion sickness, including theoretical considerations, physiological and neural mechanisms, individual risk factors, and treatment options, as well as recommendations for future research directions.
View Article and Find Full Text PDFA critical component to many immersive experiences in virtual reality (VR) is vection, defined as the illusion of self-motion. Traditionally, vection has been described as a visual phenomenon, but more recent research suggests that vection can be influenced by a variety of senses. The goal of the present study was to investigate the role of multisensory cues on vection by manipulating the availability of visual, auditory, and tactile stimuli in a VR setting.
View Article and Find Full Text PDFObjective: Two studies were conducted to develop and validate a questionnaire to estimate individual susceptibility to visually induced motion sickness (VIMS).
Background: VIMS is a common side-effect when watching dynamic visual content from various sources, such as virtual reality, movie theaters, or smartphones. A reliable questionnaire predicting individual susceptibility to VIMS is currently missing.
Moving visual stimuli can elicit the sensation of self-motion in stationary observers, a phenomenon commonly referred to as vection. Despite the long history of vection research, the neuro-cognitive processes underlying vection have only recently gained increasing attention. Various neuropsychological techniques such as functional magnetic resonance imaging (fMRI) and electroencephalography (EEG) have been used to investigate the temporal and spatial characteristics of the neuro-cognitive processing during vection in healthy participants.
View Article and Find Full Text PDFWe present diagnostic criteria for motion sickness, visually induced motion sickness (VIMS), motion sickness disorder (MSD), and VIMS disorder (VIMSD) to be included in the International Classification of Vestibular Disorders. Motion sickness and VIMS are normal physiological responses that can be elicited in almost all people, but susceptibility and severity can be high enough for the response to be considered a disorder in some cases. This report provides guidelines for evaluating signs and symptoms caused by physical motion or visual motion and for diagnosing an individual as having a response that is severe enough to constitute a disorder.
View Article and Find Full Text PDFVection is a perceptual phenomenon that describes the visually induced subjective sensation of self-motion in the absence of physical motion. Previous research has discussed the potential involvement of top-down cognitive mechanisms on vection. Here, we quantified how cognitive manipulations such as contextual information (i.
View Article and Find Full Text PDFThe present study investigated how valence, arousal, and subjective liking of music affect visually induced motion sickness (VIMS). VIMS is a common side effect when interacting with virtual environments, resulting in discomfort, dizziness, and/or nausea. Music has previously been shown to reduce VIMS, but the precise nature of this effect remains unknown.
View Article and Find Full Text PDFAnnu Int Conf IEEE Eng Med Biol Soc
July 2019
An efficient and reliable method to detect drowsiness can reduce accidents and injuries related to drowsy driving. However, existing systems for detecting drowsiness are often of low-resolution, expensive, and dependent on external parameters. Therefore, the goal of this study is to develop a high-resolution and efficient drowsiness detection algorithm using relatively less noisy sleep study data.
View Article and Find Full Text PDFPercepts about our body's position in space and about body ownership are informed by multisensory feedback from visual, proprioceptive, and tactile inputs. The Rubber Hand Illusion (RHI) is a multisensory illusion that is induced when an observer sees a rubber hand being stroked while they feel their own, spatially displaced, and obstructed hand being stroked. When temporally synchronous, the visual-tactile interactions can create the illusion that the rubber hand belongs to the observer and that the observer's real hand is shifted in position towards the rubber hand.
View Article and Find Full Text PDFVisually induced motion sickness (VIMS) is a well-known sensation in virtual environments and simulators, typically characterized by a variety of symptoms such as pallor, sweating, dizziness, fatigue, and/or nausea. Numerous methods to reduce VIMS have been previously introduced; however, a reliable countermeasure is still missing. In the present study, the effect of airflow and seat vibration to alleviate VIMS was investigated.
View Article and Find Full Text PDFIllusory self-motion (vection) can be generated by visual stimulation. The purpose of the present study was to compare behavioral vection measures including intensity ratings, duration, and onset time across different visual display types. Participants were exposed to a pattern of alternating black-and-white horizontal or vertical bars that moved either in vertical or horizontal direction, respectively.
View Article and Find Full Text PDFVirtual environments such as those used in video games and driving/flight simulators are used for entertainment and training, but are often associated with visually induced motion sickness (VIMS). In this study, we asked whether passive restraint of the head and torso could reduce VIMS in younger and older adults. Twenty-one younger (18-35 years) and 16 older (65 + years) healthy adults engaged in a simulated driving task using a console video game while seated.
View Article and Find Full Text PDFEstimating time to contact (TTC) involves multiple sensory systems, including vision and audition. Previous findings suggested that the ratio of an object's instantaneous optical size/sound intensity to its instantaneous rate of change in optical size/sound intensity (τ) drives TTC judgments. Other evidence has shown that heuristic-based cues are used, including final optical size or final sound pressure level.
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