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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Frontiers Media S.A.
2021-04-01
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Series: | Frontiers in Virtual Reality |
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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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publishDate | 2021-04-01 |
publisher | Frontiers Media S.A. |
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series | Frontiers in Virtual Reality |
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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