Improvement of the Interaction Model Aimed to Reduce the Negative Effects of Cybersickness in VR Rehab Applications

Virtual reality (VR) has the potential to be applied in many fields, including medicine, education, scientific research. The e-health impact of VR on medical therapy for people cannot be ignored, but participants reported problems using them, as the capabilities and limitations of users can greatly affect the effectiveness and usability of the VR in rehabilitation. Previous studies of VR have focused on the development and use of the technology itself, and it is only in recent years that emphasis has been placed on usability problems that include the human factor. In this research, different ways of adapting interaction in VR were tested. One approach was focused on means of navigating through a VR, while the second dealt with the impact of the amount of animation and moving elements through a series of tests. In conclusion, the way of navigation and the amount of animation and moving elements, as well as their combination, are proven to have a great influence on the use of VR systems for rehabilitation. There is a possibility to reduce the occurrence of problems related to cybersickness if the results of this research are taken into consideration and applied from an early stage of designing VR rehabilitation applications.

[1]  Michael Zyda,et al.  From visual simulation to virtual reality to games , 2005, Computer.

[2]  Jonathan Steuer,et al.  Defining virtual reality: dimensions determining telepresence , 1992 .

[3]  David J. Brown,et al.  Virtual Reality in the Rehabilitation of People with Intellectual Disabilities: Review , 2005, Cyberpsychology Behav. Soc. Netw..

[4]  L. Nabors,et al.  A Scoping Review of Studies on Virtual Reality for Individuals with Intellectual Disabilities , 2020, Advances in Neurodevelopmental Disorders.

[5]  R. So,et al.  Sensation of presence and cybersickness in applications of virtual reality for advanced rehabilitation , 2007, Journal of NeuroEngineering and Rehabilitation.

[6]  Albert A. Rizzo,et al.  Virtual Reality in Brain Damage Rehabilitation: Review , 2005, Cyberpsychology Behav. Soc. Netw..

[7]  Angel F. Agudo-Peregrina,et al.  Predicting academic performance with learning analytics in virtual learning environments: A comparative study of three interaction classifications , 2012, 2012 International Symposium on Computers in Education (SIIE).

[8]  A. Treisman Focused attention in the perception and retrieval of multidimensional stimuli , 1977 .

[9]  M. Mariotte Ft , 2020, Encyclopedia of GIS.

[10]  Steven K. Feiner,et al.  Combating VR sickness through subtle dynamic field-of-view modification , 2016, 2016 IEEE Symposium on 3D User Interfaces (3DUI).

[11]  Francisco J. García-Peñalvo,et al.  A Mobile Personal Learning Environment Approach , 2013, HCI.

[12]  P N Wilson,et al.  Virtual reality, disability and rehabilitation. , 1997, Disability and rehabilitation.

[13]  Maria Francesca Roig-Maimó,et al.  Multi-sensory Environmental Stimulation for Users with Multiple Disabilities , 2017 .

[14]  P. Dicker,et al.  Development and evaluation of a trauma decision-making simulator in Oculus virtual reality. , 2018, American journal of surgery.

[15]  Maria V. Sanchez-Vives,et al.  From presence to consciousness through virtual reality , 2005, Nature Reviews Neuroscience.

[16]  Stone,et al.  Psychometric evaluation of the Simulator Sickness Questionnaire as a measure of cybersickness , 2017 .

[17]  Carl Machover,et al.  Virtual reality , 1994, IEEE Computer Graphics and Applications.

[18]  Robert S. Kennedy,et al.  Simulator Sickness Questionnaire: An enhanced method for quantifying simulator sickness. , 1993 .

[19]  Stephen A. Palmisano,et al.  Vection Change Exacerbates Simulator Sickness in Virtual Environments , 2008, PRESENCE: Teleoperators and Virtual Environments.

[20]  Avi Parush,et al.  Cybersickness induced by desktop virtual reality , 2012, Graphics Interface.

[21]  Julie M. Drexler,et al.  Cybersickness is Not Simulator Sickness , 1997 .

[22]  Paul J. White,et al.  Virtual reality body motion induced navigational controllers and their effects on simulator sickness and pathfinding , 2017, 2017 39th Annual International Conference of the IEEE Engineering in Medicine and Biology Society (EMBC).

[23]  Joseph J. LaViola,et al.  A discussion of cybersickness in virtual environments , 2000, SGCH.

[24]  Ricardo Colomo Palacios,et al.  Virtual reality and its uses: a systematic literature review , 2016, TEEM.

[25]  Mel Slater,et al.  A Framework for Immersive Virtual Environments (FIVE): Speculations on the Role of Presence in Virtual Environments , 1997, Presence: Teleoperators & Virtual Environments.

[26]  Margaret King,et al.  State of the art and perspectives , 2004, Machine Translation.

[27]  Frédéric Merienne,et al.  New VR Navigation Techniques to Reduce Cybersickness , 2017, ERVR.

[28]  Marc M. Sebrechts,et al.  HANDBOOK OF VIRTUAL ENVIRONMENTS , 2014 .

[29]  R. Likert “Technique for the Measurement of Attitudes, A” , 2022, The SAGE Encyclopedia of Research Design.

[30]  A. Majnemer,et al.  Virtual reality as a therapeutic modality for children with cerebral palsy , 2010, Developmental neurorehabilitation.

[31]  Norman E. Lane,et al.  Profile Analysis of Simulator Sickness Symptoms: Application to Virtual Environment Systems , 1992, Presence: Teleoperators & Virtual Environments.

[32]  T. Brandt,et al.  A Historical View of Motion Sickness—A Plague at Sea and on Land, Also with Military Impact , 2017, Front. Neurol..

[33]  J. Barrett Side Effects of Virtual Environments: A Review of the Literature , 2004 .

[34]  W. Bles,et al.  Motion sickness. , 2000, Current opinion in neurology.

[35]  Patrice L Tamar Weiss,et al.  Virtual reality as means to improve physical fitness of individuals at a severe level of intellectual and developmental disability. , 2010, Research in developmental disabilities.

[36]  Robert S. Kennedy,et al.  A Review of Motion Sickness with Special Reference to Simulator Sickness , 1986 .

[37]  Stephen Palmisano,et al.  Effects of steering locomotion and teleporting on cybersickness and presence in HMD-based virtual reality , 2019, Virtual Reality.

[38]  Andrea Weinstein,et al.  Simulated job interview skill training for people with psychiatric disability: feasibility and tolerability of virtual reality training. , 2011, Schizophrenia bulletin.

[39]  David M Johnson,et al.  Introduction to and Review of Simulator Sickness Research , 2005 .

[40]  Arttu Tiiro,et al.  Effect of visual realism on cybersickness in virtual reality , 2018 .

[41]  U. S. Army Simulator Sickness Research Summary , 2007 .

[42]  Simon Davis,et al.  A Systematic Review of Cybersickness , 2014, IE.

[43]  H. Milionis,et al.  Vascular Health and Risk Management Dovepress Management of Dyslipidemias with Fibrates, Alone and in Combination with Statins: Role of Delayed-release Fenofibric Acid , 2022 .

[44]  Michela Ott,et al.  A LITERATURE REVIEW ON IMMERSIVE VIRTUAL REALITY IN EDUCATION: STATE OF THE ART AND PERSPECTIVES. , 2015, 11th International Conference eLearning and Software for Education.

[45]  Doug A. Bowman,et al.  Virtual Reality: How Much Immersion Is Enough? , 2007, Computer.

[46]  Mel Slater,et al.  A note on presence terminology , 2003 .

[47]  J. McComas,et al.  Current uses of virtual reality for children with disabilities. , 1998, Studies in health technology and informatics.

[48]  Patricia Bockelman,et al.  Factors of Cybersickness , 2017, HCI.

[49]  A. Włodarczyk,et al.  Telepsychiatry and Virtual Reality an the Teatment of Patients with Intellectual and Developmental Disabilities. , 2017, Psychiatria Danubina.

[50]  R. Ferri,et al.  Remote Home-Based Virtual Training of Functional Living Skills for Adolescents and Young Adults With Intellectual Disability: Feasibility and Preliminary Results , 2018, Front. Psychol..