Abstract
Background
3D Virtual Reality (VR) offers new opportunities in vestibular science. It also presents new challenges and problems.
Aims/objectives
The study aimed to evaluate the effective factors in the 3D VR Subjective Visual Vertical (SVV) test and the impact of cybersickness on the test results.
Material and methods
The effect of the foam surface, head position in the yaw axis, moving background, and arm position holding the controller was tested. Cybersickness was evaluated using the Simulator Sickness Questionnaire (SSQ).
Results
The head position and controller holding style significantly affected the results. The foam surface and the moving background did not have a significant effect. Although 61.4% of the patients fell into the bad category according to the symptoms of the SSQ score, cybersickness did not significantly affect the SVV results.
Conclusions and significance
In 3D VR SVV, additional factors should be considered: the headset’s weight, head position, and how we hold the controller. The A-effect emerged when the head was 45 degrees turned on the yaw axis. A significant shift was detected in the test, with the arm holding the controller at 90 degrees. Most subjects felt cybersickness at a considerable level. Cybersickness should always be taken into account in VR when planning new applications.
背景:3D 虚拟现实 (VR) 为前庭研究提供了新的机遇, 同时也带来了新的挑战和问题。
目的:本研究旨在评估 3D VR 主观视觉垂直(SVV)测试的影响因素以及网络眩晕症对测试结果的影响。
材料和方法:测试了泡沫表面、头部在偏航轴上的位置、移动背景和握控制器手臂的位置的影响。 使用模拟器疾病问卷(SSQ)评估晕眩症。
结果:头部位置和控制器握持方式对结果有显著影响。 泡沫表面和移动背景没有显著影响。 虽然根据SSQ评分的症状, 61. 4%的患者属于不良类别, 晕眩症没有明显影响 SVV 结果。
结论和意义:对于3D VR SVV, 还应该考虑其它因素:耳机的重量、头部位置以及握住控制器的方式。 当头颅在偏航轴上转动45度时, A效应显现。 在测试过程中, 当手臂握住控制器呈 90 度时检测到显著的位移。大多数受试者都出现了相当程度的网络眩晕症状。 在设计新的应用程序时, 始终要考虑到VR 的网络眩晕症。
Disclosure statement
No potential conflict of interest was reported by the author(s).