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The Impact of Jerk on Quality of Experience and Cybersickness in an Immersive Wheelchair Application

机译:沉浸式对沉浸式轮椅应用中体验质量和晕动病的影响

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This paper presents a quality of experience (QoE) and cybersickness study of an immersive and interactive wheelchair training simulator. The study had two independent groups and each group experienced the virtual wheelchair with either high or low jerk effect levels. Jerk is the rate of change of an object's acceleration over time and it is well accepted as an important consideration in dynamic immersive experiences. The QoE influencing factors (content, human and system) were considered as part of the comparison between groups. Content influencing factors were simulator configurations (high/low jerk effect) and presence levels (Igroup presence questionnaire). Human influencing factors were cognitive task load (NASA task load assessment), emotional (self-assessment manikin) and physiological response (electrodermal activity and heart rate variability). System influencing factors were device-related (immersive headset) and usability levels (system usability scale). The key focus of this work was to understand the influence of jerk on cybersickness and this was captured by using the simulator sickness questionnaire. The current findings indicate that the simulator with low jerk effect resulted in a higher arousal response and reduced simulator sickness symptoms, based on the self-assessment manikin and simulator sickness questionnaire. In addition, in terms of implicit metrics, the same group also showed more positive electrodermal activity responses and lower heart rates compared to the group that experienced the simulator with a high jerk effect. A significant correlation was found between heart rates observed during collision periods and simulator sickness scores. This correlation is moderately positive (r=0.558), which suggests a higher heart rate variability after collisions may be indicative of a higher tendency towards cybersickness.
机译:本文介绍了沉浸式和交互式轮椅训练模拟器的体验质量(QoE)和晕机病研究。这项研究分为两个独立的小组,每个小组都体验了虚拟的轮椅,无论其高低晃动效果水平。加速度率是对象加速度随时间变化的速率,它被公认为动态沉浸式体验中的重要考虑因素。 QoE影响因素(内容,人员和系统)被视为各组之间比较的一部分。内容影响因素是模拟器配置(高/低冲击效果)和在场水平(Igroup在场问卷)。人类的影响因素是认知任务负荷(NASA任务负荷评估),情绪(自我评估人体模型)和生理反应(皮肤电活动和心率变异性)。系统影响因素是与设备相关的(沉浸式耳机)和可用性级别(系统可用性规模)。这项工作的主要重点是了解抽搐对网络疾病的影响,这是通过使用模拟器疾病调查表来捕获的。当前的研究结果表明,根据自我评估人体模型和模拟器疾病问卷,具有低冲击力的模拟器导致较高的唤醒反应并减少了模拟器疾病症状。此外,就隐性指标而言,与经历模拟器具有高跳动效果的组相比,同一组还显示出更多的积极皮肤电活动反应和更低的心率。发现在碰撞期间观察到的心率与模拟器疾病评分之间存在显着相关性。这种相关性为中等正值(r = 0.558),这表明碰撞后较高的心率变异性可能表明出现晕车的趋势较高。

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