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MPI CyberMotion Simulator: Implementation of a Novel Motion Simulator to Investigate Multisensory Path Integration in Three Dimensions
Published on: May 10, 2012
The role of different sensory stimuli in an at height simulation
1Engineering, University of Nottingham, Nottingham, NG7 2RD, UK.
Abstract:
A participant's sense of presence in a simulation may be enhanced through the stimulation of additional, non-audiovisual (A/V), senses. However, the impact of these additional stimuli will vary depending on the nature of the scene simulated, the method by which the senses are engaged, and the number of sensory stimuli. No existing studies explore the relative importance of these stimuli on emotions, behaviour and sense of presence in an at height simulation, an application of Virtual Reality (VR) that would enable research and training to be conducted in this application without the associated risk of real at height scenarios. This paper presents the study of a multimodal simulator to measure 16 participants' physiological, behavioural and self-reported response to an at height simulation. The addition of an unstable plank and 'wind feel' (breeze from a fan) to an audiovisual simulator were measured in isolation and combination in a within-subjects, counterbalanced experiment. Results found the combination of additional cues to yield significant increases to the experienced realism and overall sense of presence experienced by participants according to the igroup Presence Questionnaire (IPQ). The addition of the plank alone resulted in significant increases to fear experienced, feeling of being at height, hesitation and caution. No negative impacts were found because of the additional modalities. Participants' overall favourite condition was with both the plank and wind feel. Overall, the results demonstrate a strong case for the use of additional modalities in at height VR experiences.
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