Despite the technological advancements in Virtual Reality (VR), users are constantly combating feelings of nausea and disorientation, the so called cybersickness. Triggered by a sensory conflict between the visual and vestibular systems, cybersickness symptoms cause discomfort and hinder the immersive VR experience. Here we investigated cybersickness in 360-degree VR. In 360-degrees VR experiences, movement in the real world is not reflected in the virtual world, and therefore self-motion information is not corroborated by matching visual and vestibular cues, which may potentially induce cybersickness. We have evaluated whether an Artificial Intelligence (AI) software designed to supplement the VR experience with artificial 6-degree-of-freedom motion may reduce sensory conflict, and therefore cybersickness. Explicit (questionnaires) and implicit (physiological responses) measurements were used to measure cybersickness symptoms during and after VR exposure. Our results confirmed a reduction in feelings of nausea during the AI supplemented 6-degree-of-freedom motion VR. Through improving the congruency between visual and vestibular cues, users can experience more engaging, immersive and safe virtual reality, which is critical for the application of VR in educational, medical, cultural and entertainment settings.
翻译:尽管虚拟现实(VR)的技术进步,但用户不断与恶心感和迷惑感作斗争,这种感觉被称为网络病。由于视觉和前视系统之间的感官冲突,网络病症状引起不适,阻碍沉浸VR体验。我们在这里对360度VR的网络病症进行了调查。在360度VR的VR经验中,真实世界的移动没有反映在虚拟世界中,因此自我感知信息没有通过匹配视觉和前视提示得到证实,这可能会引起网络病态。我们评估了旨在补充VR经历的人工智能(AI)软件是否能够减少人工6度自由运动,从而减少感官冲突,从而阻碍网络病态。在360度VR接触期间和之后,我们用显性(问卷)和隐含性(生理反应)测量测量方法来衡量网络病态症状。我们的结果证实,在AI补充6度自由感运动期间,可能会导致网络病态病态。我们评估了人工智能(AI)智能(AI)软件是否能够补充人造6度运动,从而减少虚拟真实性(Vr)使用者之间的虚拟视觉和视觉环境环境。通过改进对等的认知环境的认知环境应用,从而可以更安全地改进了。