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      Effects of stereopsis on vection, presence and cybersickness in head-mounted display (HMD) virtual reality

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          Abstract

          Stereopsis provides critical information for the spatial visual perception of object form and motion. We used virtual reality as a tool to understand the role of global stereopsis in the visual perception of self-motion and spatial presence using virtual environments experienced through head-mounted displays (HMDs). Participants viewed radially expanding optic flow simulating different speeds of self-motion in depth, which generated the illusion of self-motion in depth (i.e., linear vection). Displays were viewed with the head either stationary (passive radial flow) or laterally swaying to the beat of a metronome (active conditions). Multisensory conflict was imposed in active conditions by presenting displays that either: (i) compensated for head movement (active compensation condition), or (ii) presented pure radial flow with no compensation during head movement (active no compensation condition). In Experiment 1, impairing stereopsis by anisometropic suppression in healthy participants generated declines in reported vection strength, spatial presence and severity of cybersickness. In Experiment 2, vection and presence ratings were compared between participants with and without clinically-defined global stereopsis. Participants without global stereopsis generated impaired vection and presence similarly to those found in Experiment 1 by subjects with induced stereopsis impairment. We find that reducing global stereopsis can have benefits of reducing cybersickness, but has adverse effects on aspects of self-motion perception in HMD VR.

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          Most cited references41

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          Presence and Cybersickness in Virtual Reality Are Negatively Related: A Review

          In order to take advantage of the potential offered by the medium of virtual reality (VR), it will be essential to develop an understanding of how to maximize the desirable experience of “presence” in a virtual space (“being there”), and how to minimize the undesirable feeling of “cybersickness” (a constellation of discomfort symptoms experienced in VR). Although there have been frequent reports of a possible link between the observer’s sense of presence and the experience of bodily discomfort in VR, the amount of literature that discusses the nature of the relationship is limited. Recent research has underlined the possibility that these variables have shared causes, and that both factors may be manipulated with a single approach. This review paper summarizes the concepts of presence and cybersickness and highlights the strengths and gaps in our understanding about their relationship. We review studies that have measured the association between presence and cybersickness, and conclude that the balance of evidence favors a negative relationship between the two factors which is driven principally by sensory integration processes. We also discuss how system immersiveness might play a role in modulating both presence and cybersickness. However, we identify a serious absence of high-powered studies that aim to reveal the nature of this relationship. Based on this evidence we propose recommendations for future studies investigating presence, cybersickness, and other related factors.
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            Validating an efficient method to quantify motion sickness.

            Motion sickness (MS) can be a debilitating side effect associated with motion in real or virtual environments. We analyzed the effect of expectancy on MS and propose and validate a fast and simple MS measure. Several questionnaires measure MS before or after stimulus presentation, but no satisfactory tool has been established to quickly capture MS data during exposure. To fill this gap, we introduce the Fast MS Scale (FMS), a verbal rating scale ranging from zero (no sickness at all) to 20 (frank sickness). Also, little is known about the role of expectancy effects in MS studies. We conducted an experiment that addressed this issue. For this study, 126 volunteers participated in two experiments. During stimulus presentation, participants had to verbally rate the severity of MS every minute before filling in the Simulator Sickness Questionnaire (SSQ). To measure expectancy effects, participants were separated into three groups with either positive, negative, or neutral expectations. We compared the verbal ratings with the SSQ scores. Pearson correlations were high for both the SSQ total score (r = .785) and the nausea subscore (r = .828). No expectancy effects were found. The FMS is a fast and valid method to obtain MS data. It offers the possibility to record MS during stimulus presentation and to capture its time course. We found expectancy not to play a crucial role in MS. However, the FMS has some limitations. The FMS offers improved MS measurement. It is fast and efficient and can be performed online in environments such as virtual reality.
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              Effects of Stereoscopic Presentation, Image Motion, and Screen Size on Subjective and Objective Corroborative Measures of Presence

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                Author and article information

                Contributors
                wilson.luu@unsw.edu.au
                juno.kim@unsw.edu.au
                Journal
                Sci Rep
                Sci Rep
                Scientific Reports
                Nature Publishing Group UK (London )
                2045-2322
                11 June 2021
                11 June 2021
                2021
                : 11
                : 12373
                Affiliations
                [1 ]GRID grid.1005.4, ISNI 0000 0004 4902 0432, School of Optometry and Vision Science, , University of New South Wales (UNSW Sydney), ; Kensington, Australia
                [2 ]GRID grid.1005.4, ISNI 0000 0004 4902 0432, Centre for Eye Health, , University of New South Wales (UNSW Sydney), ; Kensington, Australia
                Article
                89751
                10.1038/s41598-021-89751-x
                8196155
                34117273
                7aa04be1-1984-47bc-af15-f6f4934ebcdd
                © The Author(s) 2021

                Open Access This article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article's Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article's Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/.

                History
                : 10 May 2020
                : 28 April 2021
                Funding
                Funded by: Australian Government Research Training Program
                Funded by: Guide Dogs NSW/ACT
                Categories
                Article
                Custom metadata
                © The Author(s) 2021

                Uncategorized
                sensory processing,visual system,cognitive neuroscience,perception,neuroscience,displays
                Uncategorized
                sensory processing, visual system, cognitive neuroscience, perception, neuroscience, displays

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