The current study sought to examine factors that affect vection (the illusory experience of self-motion in the absence of real motion), visually-induced motion sickness, and one's sense of presence in a passive virtual reality driving simulation by exposing participants to 60-s pre-recorded driving laps and recording their self-reported metrics as well as their head motion patterns during the laps. Faster virtual driving speed (average 120 mph vs. 60 mph) resulted in significantly higher ratings of vection and motion sickness. Reclined posture (30° back) was examined as a possible mitigating factor for sickness, but no significant effects were found. Expanding visual cues (representing forward self-motion) resulted in higher ratings of vection, motion sickness, and presence compared to contracting cues (representing reverse self-motion) and translational cues (representing lateral self-motion). When experiencing typical upright, world-aligned, forward-facing conditions, conformity to the median head motions along the yaw axis was associated with higher ratings of vection, motion sickness, and presence at slow speeds and with vection and presence at high speeds. These findings underscore the importance of head motion patterns as a metric for behavior and contribute to the general understanding of illusory self-motion perception.
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http://dx.doi.org/10.1038/s41598-024-80778-4 | DOI Listing |
Digit Health
January 2025
Department of Pain Management, Xinhua Hospital Affiliated to Shanghai Jiaotong University School of Medicine, Shanghai, China.
Background: To overcome the challenge of psychotherapist scarcity in applying pain psychotherapy in clinical practice, we developed a virtual reality (VR) program delivering weeks of pain psychotherapy without psychotherapists, with a focus on minimizing the risk of motion sickness.
Objectives: We conducted a single-arm pilot study to assess the efficacy and motion sickness associated with a VR session delivering guided imagery and breathing techniques selected from the initial course of our VR program, involving patients suffering from various acute and chronic pain.
Methods: Patients underwent a 15-min VR session.
Asia Pac J Oncol Nurs
December 2024
College of Nursing, Michigan State University, East Lansing, MI, USA.
IEEE Robot Autom Lett
November 2024
Department of Mechanical Engineering, Columbia University, New York, NY, 10027, USA.; Department of Rehabilitation and Regenerative Medicine, Columbia University, New York, NY, 10027, USA.
Dynamic postural control during sitting is essential for functional mobility and daily activities. Extended reality (XR) presents a promising solution for posture training in addressing conventional training limitations related to patient accessibility and ecological validity. We developed a remote XR rehabilitation system with markerless motion tracking for sitting posture training.
View Article and Find Full Text PDFJMIR Serious Games
January 2025
Department of Data and Systems Engineering, University of Hong Kong, Hong Kong, China (Hong Kong).
Background: With substantial resources allocated to develop virtual reality (VR)-based rehabilitation exercise programs for poststroke motor rehabilitation, it is important to understand how patients with stroke perceive these technology-driven approaches, as their perceptions can determine acceptance and adherence.
Objective: This study aimed to examine the perceptions of patients with stroke regarding an immersive VR-based exercise system developed to deliver shoulder, elbow, forearm, wrist, and reaching exercises.
Methods: A questionnaire was used to assess the perceptions of 21 inpatients who had experienced stroke (mean time from stroke onset: 37.
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