CHS: Small: Towards Accommodating Gender Differences in Virtual Reality Sickness

CHS:小:努力适应虚拟现实疾病中的性别差异

基本信息

项目摘要

Virtual reality (VR) holds significant promise to transform the way we interact with computers, but adoption of VR is currently hindered by VR sickness (also referred as Cybersickness), a condition experienced by some users of head mounted displays (HMDs) in VR applications. A plausible theory suggests that VR sickness occurs as a result of conflicting sensory and motor information about the body's movement through the environment. For example, VR users will often experience visual movement only, with no corresponding physical movement, such that visual and physical cues to movement are conflicting. In daily life, the nervous system estimates self-motion based on a number of sensory and motor signals that typically agree with one another. VR-induced disagreement between these signals can lead to sickness, with symptoms including drowsiness, disorientation, nausea and even vomiting. While up to 67% of adults experience mild to severe symptoms of VR sickness, there is substantial evidence that women are more likely to experience it than men, which has led to a low adoption rate of VR technology among women. This gender difference in susceptibility to VR sickness offers a unique opportunity to develop a better understanding of the underlying causes of VR sickness more generally. Physiological differences in sensory processing between men and women are often subtle, but if these differences can be shown to correlate with incidence of VR sickness, it will improve our understanding of the relationship between sensory processes and VR sickness. Better understanding of what causes VR sickness has the potential to make VR more accessible and remove one of the most significant barriers to mass market consumer adoption of VR. If successful, this will lead to better adoption of VR systems and applications by women in computing. Also, with VR entering into enterprise space for training and planning, women may be at a disadvantage if they cannot use VR because of the sickness issue, so this project's success may have a positive impact on women in the modern workforce too.This project engages in cutting-edge human-computer interaction research by expanding disciplinary boundaries and integrating insights from the field of cognitive neuroscience. Prior studies have identified gender differences in visual perception, multisensory integration, and spatial orientation. These differences could be linked to gender differences in VR sickness, but our current understanding of the underlying mechanisms of VR sickness is limited. Hence, the project seeks to investigate whether gender differences in sensory and cognitive processing are linked to a higher incidence of VR sickness and low adoption rate of VR among women. Exploration of gender differences has led to scientific insights and breakthroughs in medicine, so there is significant potential to similarly advance our understanding of VR sickness. Empirical user studies will specifically investigate: (1) eye movements, (2) visual sensitivity, and (3) multisensory integration, and how these are related to both gender and susceptibility to VR sickness. This project aims to make contributions to both computer science and neuroscience through: (1) development of eye tracking metrics for VR sickness, (2) development of locomotion interfaces that minimize VR sickness; and (3) an advanced understanding of visual and vestibular sensory processing and their relation to VR sickness. The end goal is to improve VR accessibility through development of a holistic understanding of VR sickness and its causes.This project is jointly funded by Cyber-Human Systems and the Established Program to Stimulate Competitive Research (EPSCoR).This award reflects NSF's statutory mission and has been deemed worthy of support through evaluation using the Foundation's intellectual merit and broader impacts review criteria.
虚拟现实(VR)具有重大的希望,可以改变我们与计算机互动的方式,但是VR的采用率目前受到VR病(也称为Cyber​​sickness)的阻碍,这是VR应用中一些头部安装显示器(HMDS)所经历的条件。一个合理的理论表明,VR疾病是由于有关人体在环境中运动的感觉和运动信息的冲突而发生的。例如,VR用户通常只会经历视觉运动,而没有相应的身体运动,因此视觉和物理线索的运动是矛盾的。在日常生活中,神经系统根据通常彼此一致的多种感觉和运动信号来估算自我运动。 VR引起的这些信号之间的分歧可能导致疾病,包括嗜睡,迷失方向,恶心甚至呕吐。虽然多达67%的成年人经历了轻度至严重的VR疾病症状,但有大量证据表明,女性比男性更有可能体验,这导致女性的VR技术采用率低。对VR病的敏感性的这种性别差异为更普遍地对VR疾病的根本原因更好地理解提供了一个独特的机会。男性和女性之间感觉处理的生理差异通常是微妙的,但是如果可以证明这些差异与VR疾病的发生率相关,它将提高我们对感觉过程与VR疾病之间关系的理解。更好地了解导致VR病的原因有可能使VR更容易获得,并消除了大众市场消费者采用VR的最重要障碍之一。如果成功,这将导致女性在计算中更好地采用VR系统和应用。同样,随着VR进入企业培训和计划的企业空间,如果妇女由于疾病问题而无法使用VR,可能会处于劣势,因此该项目的成功可能对现代劳动力中的女性产生积极影响。该项目通过削减人体计算机的互动研究来削减谨慎界限,通过扩展洞察力的洞察力,并融合了Cognients的洞察力。先前的研究已经确定了视觉感知,多感官整合和空间取向方面的性别差异。这些差异可能与VR疾病的性别差异有关,但是我们目前对VR病的潜在机制的理解是有限的。因此,该项目试图研究感觉和认知处理中的性别差异是否与女性VR病的发病率更高,而VR的采用率较低。对性别差异的探索导致了科学见解和医学的突破,因此有很大的潜力类似地提高了我们对VR疾病的理解。经验用户研究将专门研究:(1)眼动,(2)视觉敏感性和(3)多感官整合,以及它们与性别和对VR疾病的易感性如何相关。该项目旨在通过:(1)开发VR疾病的眼睛跟踪指标,(2)开发运动界面,从而为计算机科学和神经科学做出贡献。 (3)对视觉和前庭感觉处理的深入了解及其与VR疾病的关系。最终目标是通过对VR疾病及其原因的整体了解来提高VR的可及性。该项目由网络人类系统共同资助,并建立的计划刺激了竞争性研究(EPSCOR)。该奖项反映了NSF的法定任务,并被认为是通过基金会的知识优点和广泛的criteria crietia crietia criperia criperia criperia criperia criperia criperia criperia criperia criperia criperia criperia criperia criperia recteria recteria recteria rection。

项目成果

期刊论文数量(10)
专著数量(0)
科研奖励数量(0)
会议论文数量(0)
专利数量(0)
Embodied Third-Person Virtual Locomotion using a Single Depth Camera
使用单深度相机的具体第三人称虚拟运动
  • DOI:
    10.20380/gi2021.24
  • 发表时间:
    2021
  • 期刊:
  • 影响因子:
    0
  • 作者:
    Aniruddha Prithul, Isayas Berhe
  • 通讯作者:
    Aniruddha Prithul, Isayas Berhe
GazeMetrics: An Open-Source Tool for Measuring the Data Quality of HMD-based Eye Trackers
Teleportation in Virtual Reality; A Mini-Review
虚拟现实中的传送;
  • DOI:
    10.3389/frvir.2021.730792
  • 发表时间:
    2021
  • 期刊:
  • 影响因子:
    0
  • 作者:
    Prithul, Aniruddha;Adhanom, Isayas Berhe;Folmer, Eelke
  • 通讯作者:
    Folmer, Eelke
Field-of-View Restriction to Reduce VR Sickness Does Not Impede Spatial Learning in Women
  • DOI:
    10.1145/3448304
  • 发表时间:
    2021-06-01
  • 期刊:
  • 影响因子:
    1.6
  • 作者:
    Adhanom, Isayas Berhe;Al-Zayer, Majed;Folmer, Eelke
  • 通讯作者:
    Folmer, Eelke
The Effect of a Foveated Field-of-view Restrictor on VR Sickness
中央凹视场限制器对 VR 晕眩症的影响
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Eelke Folmer其他文献

Improving Accessibility of Virtual Worlds by Automatic Object Labeling
通过自动对象标记提高虚拟世界的可访问性
  • DOI:
    10.1007/978-3-642-41939-3_25
  • 发表时间:
    2013
  • 期刊:
  • 影响因子:
    0
  • 作者:
    Ilias Apostolopoulos;Eelke Folmer;G. Bebis
  • 通讯作者:
    G. Bebis
Measuring physical exertion in virtual reality exercise games
测量虚拟现实运动游戏中的体力消耗
Performance and Navigation Behavior of using Teleportation in VR First-Person Shooter Games
VR 第一人称射击游戏中使用传送的性能和导航行为
  • DOI:
  • 发表时间:
    2024
  • 期刊:
  • 影响因子:
    0.9
  • 作者:
    Aniruddha Prithul;Hudson Lynam;Eelke Folmer
  • 通讯作者:
    Eelke Folmer
Haptic target acquisition to enable spatial gestures in nonvisual displays
触觉目标采集可在非视觉显示器中实现空间手势
  • DOI:
  • 发表时间:
    2013
  • 期刊:
  • 影响因子:
    0
  • 作者:
    Alexander J. Fiannaca;T. Morelli;Eelke Folmer
  • 通讯作者:
    Eelke Folmer
Underwater Virtual Reality System for Neutral Buoyancy Training: Development and Evaluation
用于中性浮力训练的水下虚拟现实系统:开发和评估
  • DOI:
  • 发表时间:
    2019
  • 期刊:
  • 影响因子:
    0
  • 作者:
    Christian Sinnott;James Liu;Courtney Matera;Savannah Halow;Ann Jones;Matthew Moroz;J. Mulligan;M. Crognale;Eelke Folmer;P. MacNeilage
  • 通讯作者:
    P. MacNeilage

Eelke Folmer的其他文献

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{{ truncateString('Eelke Folmer', 18)}}的其他基金

WORKSHOP: Doctoral Consortium at ASSETS 2015
研讨会:2015 年 ASSETS 博士联盟
  • 批准号:
    1551326
  • 财政年份:
    2015
  • 资助金额:
    $ 49.98万
  • 项目类别:
    Standard Grant
EAGER: Guide Drones for Blind Athletes
EAGER:为盲人运动员提供引导无人机
  • 批准号:
    1445380
  • 财政年份:
    2014
  • 资助金额:
    $ 49.98万
  • 项目类别:
    Standard Grant
HCC: Small: Proprioceptive Displays to Engage Blind Users into Healthy Whole Body Interaction
HCC:小:本体感受显示器让盲人用户参与健康的全身互动
  • 批准号:
    1118074
  • 财政年份:
    2011
  • 资助金额:
    $ 49.98万
  • 项目类别:
    Continuing Grant
HCC-Small: TextSL: A Virtual World Interface for the Visually Impaired
HCC-Small:TextSL:视障人士的虚拟世界界面
  • 批准号:
    0917362
  • 财政年份:
    2009
  • 资助金额:
    $ 49.98万
  • 项目类别:
    Standard Grant
Developing an Accessible Client for Second life
为第二次生命开发无障碍客户端
  • 批准号:
    0738921
  • 财政年份:
    2007
  • 资助金额:
    $ 49.98万
  • 项目类别:
    Standard Grant

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CHS:小型:迈向下一代大规模非线性变形模拟
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    2244651
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    2006012
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CHS: Small: Towards Photorealistic Augmented and Virtual Reality Displays
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