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Assessing Postural Instability and Cybersickness Through Linear and Angular Displacement.

Christopher Widdowson1, Israel Becerra1, Cameron Merrill1

  • 1University of Illinois at Urbana-Champaign, USA.

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|October 26, 2019
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Summary
This summary is machine-generated.

Constant speed does not reduce cybersickness or improve postural stability in virtual reality (VR) locomotion. These findings challenge common VR design assumptions regarding speed profiles and user comfort.

Keywords:
gaitimmersive environmentsmotion sicknessposturesimulator sicknessvirtual environments

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Area of Science:

  • Human-Computer Interaction
  • Virtual Reality Technology
  • Biomechanics

Background:

  • Current virtual reality (VR) content creation guidelines recommend minimizing acceleration to reduce cybersickness.
  • The efficacy of constant versus variable speed profiles in VR locomotion remains under investigation.

Purpose of the Study:

  • To test the hypothesis that constant speed motion is more comfortable and reduces cybersickness compared to variable speed profiles in VR.
  • To evaluate the impact of different speed profiles on postural stability during VR locomotion.

Main Methods:

  • Two experiments simulated linear and circular motion with three distinct speed profiles.
  • Cybersickness was assessed using the Simulator Sickness Questionnaire (SSQ).
  • Postural stability was measured via Wii Balance Board, analyzing center of pressure (COP) path length and detrended fluctuation analysis.

Main Results:

  • No significant differences in cybersickness or postural stability were found between the tested speed profiles.
  • Baseline postural measures did not predict SSQ scores for different speed conditions.
  • A notable axis effect was observed, with greater normalized COP movement along the anterior-posterior axis than the medial-lateral axis.

Conclusions:

  • The study found no strong evidence supporting the belief that constant speed is superior for comfort or cybersickness mitigation in typical VR scenarios.
  • Findings suggest reassessing current VR locomotion design principles.
  • The results provide guidance for developing VR traversal techniques.