Effects of Linear Visual-Vestibular Conflict on Presence, Perceived Scene Stability and Cybersickness in the Oculus Go and Oculus Quest

Humans rely on multiple senses to perceive their self-motion in the real world. For example, a sideways linear head translation can be sensed either by lamellar optic flow of the visual scene projected on the retina of the eye or by stimulation of vestibular hair cell receptors found in the otolith...

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Main Authors: Juno Kim, Stephen Palmisano, Wilson Luu, Shinichi Iwasaki
Format: Article
Language:English
Published: Frontiers Media S.A. 2021-04-01
Series:Frontiers in Virtual Reality
Subjects:
Online Access:https://www.frontiersin.org/articles/10.3389/frvir.2021.582156/full
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author Juno Kim
Stephen Palmisano
Wilson Luu
Shinichi Iwasaki
author_facet Juno Kim
Stephen Palmisano
Wilson Luu
Shinichi Iwasaki
author_sort Juno Kim
collection DOAJ
description Humans rely on multiple senses to perceive their self-motion in the real world. For example, a sideways linear head translation can be sensed either by lamellar optic flow of the visual scene projected on the retina of the eye or by stimulation of vestibular hair cell receptors found in the otolith macula of the inner ear. Mismatches in visual and vestibular information can induce cybersickness during head-mounted display (HMD) based virtual reality (VR). In this pilot study, participants were immersed in a virtual environment using two recent consumer-grade HMDs: the Oculus Go (3DOF angular only head tracking) and the Oculus Quest (6DOF angular and linear head tracking). On each trial they generated horizontal linear head oscillations along the interaural axis at a rate of 0.5 Hz. This head movement should generate greater sensory conflict when viewing the virtual environment on the Oculus Go (compared to the Quest) due to the absence of linear tracking. We found that perceived scene instability always increased with the degree of linear visual-vestibular conflict. However, cybersickness was not experienced by 7/14 participants, but was experienced by the remaining participants in at least one of the stereoscopic viewing conditions (six of whom also reported cybersickness in monoscopic viewing conditions). No statistical difference in spatial presence was found across conditions, suggesting that participants could tolerate considerable scene instability while retaining the feeling of being there in the virtual environment. Levels of perceived scene instability, spatial presence and cybersickness were found to be similar between the Oculus Go and the Oculus Quest with linear tracking disabled. The limited effect of linear coupling on cybersickness, compared with its strong effect on perceived scene instability, suggests that perceived scene instability may not always be associated with cybersickness. However, perceived scene instability does appear to provide explanatory power over the cybersickness observed in stereoscopic viewing conditions.
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spelling doaj.art-98a087b865d34728ba3da2f1af053b152022-12-21T17:15:53ZengFrontiers Media S.A.Frontiers in Virtual Reality2673-41922021-04-01210.3389/frvir.2021.582156582156Effects of Linear Visual-Vestibular Conflict on Presence, Perceived Scene Stability and Cybersickness in the Oculus Go and Oculus QuestJuno Kim0Stephen Palmisano1Wilson Luu2Shinichi Iwasaki3School of Optometry and Vision Science, University of New South Wales, Sydney, NSW, AustraliaSchool of Psychology, University of Wollongong, Wollongong, NSW, AustraliaSchool of Optometry and Vision Science, University of New South Wales, Sydney, NSW, AustraliaDepartment of Otolaryngology, Graduate School of Medical Sciences, Nagoya City University, Nagoya, JapanHumans rely on multiple senses to perceive their self-motion in the real world. For example, a sideways linear head translation can be sensed either by lamellar optic flow of the visual scene projected on the retina of the eye or by stimulation of vestibular hair cell receptors found in the otolith macula of the inner ear. Mismatches in visual and vestibular information can induce cybersickness during head-mounted display (HMD) based virtual reality (VR). In this pilot study, participants were immersed in a virtual environment using two recent consumer-grade HMDs: the Oculus Go (3DOF angular only head tracking) and the Oculus Quest (6DOF angular and linear head tracking). On each trial they generated horizontal linear head oscillations along the interaural axis at a rate of 0.5 Hz. This head movement should generate greater sensory conflict when viewing the virtual environment on the Oculus Go (compared to the Quest) due to the absence of linear tracking. We found that perceived scene instability always increased with the degree of linear visual-vestibular conflict. However, cybersickness was not experienced by 7/14 participants, but was experienced by the remaining participants in at least one of the stereoscopic viewing conditions (six of whom also reported cybersickness in monoscopic viewing conditions). No statistical difference in spatial presence was found across conditions, suggesting that participants could tolerate considerable scene instability while retaining the feeling of being there in the virtual environment. Levels of perceived scene instability, spatial presence and cybersickness were found to be similar between the Oculus Go and the Oculus Quest with linear tracking disabled. The limited effect of linear coupling on cybersickness, compared with its strong effect on perceived scene instability, suggests that perceived scene instability may not always be associated with cybersickness. However, perceived scene instability does appear to provide explanatory power over the cybersickness observed in stereoscopic viewing conditions.https://www.frontiersin.org/articles/10.3389/frvir.2021.582156/fullvirtual-realitypresencecybersicknessmotion sicknessvestibularhead mounted displays
spellingShingle Juno Kim
Stephen Palmisano
Wilson Luu
Shinichi Iwasaki
Effects of Linear Visual-Vestibular Conflict on Presence, Perceived Scene Stability and Cybersickness in the Oculus Go and Oculus Quest
Frontiers in Virtual Reality
virtual-reality
presence
cybersickness
motion sickness
vestibular
head mounted displays
title Effects of Linear Visual-Vestibular Conflict on Presence, Perceived Scene Stability and Cybersickness in the Oculus Go and Oculus Quest
title_full Effects of Linear Visual-Vestibular Conflict on Presence, Perceived Scene Stability and Cybersickness in the Oculus Go and Oculus Quest
title_fullStr Effects of Linear Visual-Vestibular Conflict on Presence, Perceived Scene Stability and Cybersickness in the Oculus Go and Oculus Quest
title_full_unstemmed Effects of Linear Visual-Vestibular Conflict on Presence, Perceived Scene Stability and Cybersickness in the Oculus Go and Oculus Quest
title_short Effects of Linear Visual-Vestibular Conflict on Presence, Perceived Scene Stability and Cybersickness in the Oculus Go and Oculus Quest
title_sort effects of linear visual vestibular conflict on presence perceived scene stability and cybersickness in the oculus go and oculus quest
topic virtual-reality
presence
cybersickness
motion sickness
vestibular
head mounted displays
url https://www.frontiersin.org/articles/10.3389/frvir.2021.582156/full
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