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Technical Report 1027
Simulator Sickness in Virtual Environments
U.S. Army Research Institute
Simulator Systems Research Unit
Stephen L. Goldberg, Chief
Training Systems Research Division
Jack H. Hiller, Director
U.S. Army Research Institute for the Behavioral and Social Sciences
5001 Eisenhower Avenue, Alexandria, Virginia 22333-5600
Office, Deputy Chief of Staff for Personnel
Department of the Army
May 1995
___________________________________________________________________
Army Project Number 2O262785A791 Education and Training Technology
Approved for public release; distribution is unlimited.
Forward:
The Army has made a substantial commitment to Distributed
Interactive Simulation (DIS) and the electronic battlefield for training,
concept development, and test and evaluation. The current DIS training
system-Simulation Networking (SIMNET)-and the next generation system-the
Close Combat Tactical Trainer (CCTT)-provide effective forms of training
for soldiers fighting from vehicles, but these systems are unable to do
the same for Individual dismounted soldiers. Virtual Environment (VE)
technology has the potential to provide Individual Combat Simulations
(ICS) for the electronic battlefield. However, our initial research in
the use of VE technology indicated that some participants experienced
simulator sickness-a pattern of symptoms including nausea, headaches,
and disorientation. This has implications for both training effectiveness
and safety. As the first step in Identifying ways to reduce the severity
of these symptoms, we reviewed the research literature on the factors
involved in simulator sickness.
This report describes the result of that literature review.
In addition to influencing future research plans, the research has directly
influenced the approach being used in technical advisory service provided
to Headquarters, U.S. Army Training and Doctrine Command, on simulator
sickness in combat vehicle trainers.
The U.S. Army Research Institute for the Behavioral and
Social Sciences (ARI) conducts research to improve the effectiveness of
training simulators and simulations. The work described is a part of ARI
research task entitled VIRTUE-Virtual Environments for Combat Training
and Mission Rehearsal.
EDGAR M. JOHNSON
Director
Acknowledgements:
The author would like to thank the following individuals
for their help with this Technical Report:
Sherrie A. Jones for reviewing the draft. Ms. Jones provided
much assistance during the entire development of this report and the author
is greatly indebted to her.
Robert H. Wright for reviewing the draft.
Bruce W. Knerr for reviewing several versions and assisting
with the entire development and preparation process of this report.
Robert S. Kennedy for assisting with an understanding
of the details of many technical aspects associated with the information
contained this report.
Anthony D. Andre for providing information concerning
the Vertical Motion Simulator at Ames.
Guillermo Navarro for assisting with the literature concerning
flicker.
Donald R. Lampton for supporting this undertaking.
EXECUTIVE SUMMARY
Requirement:
The Army has made a substantial commitment to Distributed
Interactive Simulation (DIS) and the electronic battlefield for training,
concept development, and test and evaluation. The current DIS training
system-Simulation Networking (SIMNET)-and the next generation system-the
Close Combat Tactical Trainer (CCTT)-provide effective training for soldiers
fighting from vehicles, but are unable to do the same for individual dismounted
soldiers. Virtual Environment (VE) technology has the potential to provide
Individual Combat Simulations (ICS) for the electronic battlefield. However,
initial research in the use of VE technology indicates that some participants
experience simulator sickness-a pattern of symptoms including nausea,
headaches, and disorientation. This has implications for both training
effectiveness and safety. This report is the first step in the identification
of ways to reduce the occurrence and severity of these symptoms.
Procedure:
Since the research literature of simulator sickness in
VEs is very limited, the literature on sickness in other types of simulators
and, to a lesser extent, the literature on the related phenomenon of motion
sickness were reviewed. The factors believed to affect the duration and
severity of simulator sickness
were organized into three groups: simulator factors, task factors, and
individual factors.
Findings:
Although there is debate as to the exact cause or causes
of simulator sickness, a primary suspected cause is inconsistent information
about body orientation and motion received by the different senses, known
as the cue conflict theory. For example, the visual system may perceive
that the body is moving rapidly, while the vestibular system perceives
that the body is stationary. Inconsistent, non-natural information within
a single sense has also been prominent among suggested causes.
Although a large contingent of researchers believe the
cue conflict theory explains simulator sickness, an alternative theory
was reviewed as well. Forty factors shown or believed to influence the
occurrence or severity of simulator sickness were identified. Future research
is proposed.
Utilization of Findings:
This literature search provides a framework that can
be used to conduct future research to reduce the occurrence of simulator
sickness in virtual environments. In addition, it has directly influenced
the approach being used in technical advisory service provided to Headquarters,
U.S. Army Training and Doctrine Command, to reduce simulator sickness
in combat vehicle trainers.
CONTENTS
Introduction:
Background
Consequences of simulator sicknes
Simulator sickness compared with motion sicknes
Expected incidence and severity of simulator sickness in virtual environments
Theories of Simulator Sickness:
Cue conflict
Postural instability
Effects of Simulator Exposure:
Ataxia
Dark focus shifts
Eye strain
Performance changes
Quantitative Tools:
Measuring simulator sickness: The Simulator Sickness
Questionnaire
Evaluating ataxia: Postural tests
Predicting simulator sickness: The Motion Sickness History Questionnaire
Factors Associated with the Individual:
Age
Concentration level
Ethnicity
Experience with the real-world task
Experience with the simulator (adaptation)
Flicker fusion frequency threshold
Gender
Illness and personal characteristics
Mental rotation ability
Perceptual style
Postural stability
Factors Associated with the Simulator:
Binocular viewing
Calibration
Color
Contrast
Field of view
Flicker
Inter-pupillary distance
Motion platform
Phosphor lag
Position-tracking error
Refresh rate
Resolution
Scene content
Time lag (transport delay)
Update rate (frame rate)
Viewing region 31
Factors Associated with the Simulated Task:
Altitude above the terrain
Degree of control
Duration
Global visual flow
Head movements
Luminance level
Method of movement
Rate of linear or rotational acceleration
Self-movement speed
Sitting vs. standing
Type of application
Unusual maneuvers
Summary:
Potential Factors Associated with Simulator Sickness
in Virtual Environments
Areas for Future Research Suggested by the Literature:
Correlating visual scene elements with simulator sickness
Eye strain
Physiological measures of simulator sickness
Conclusions
References
Appendix
Ptential Factors Associated with Simulator Sickness
in Virtual Environments
Introduction
"Virtual Reality" (VR) is one of the hottest
technologies of the '90s. Already popular in arcades for entertainment
purposes, VR (also known as Virtual Environment or VE) technology shows
many promising applications in areas such as training, medicine, architecture,
astronomy, data handling, and teleoperation (i.e., remote control). Work
in VE research centers includes a molecular docking system which has been
used to create anticancer medicines, VE-based radiology treatment planning,
and VE architectural walkthroughs of building interiors (Rheingold, 1991).
Additional examples of VE technology include the Virtuality Dactyl Nightmare
arcade game, Matsushita's Kitchen World (a simulated kitchen which can
be explored via a virtual environment), and the prototype ski training
system by the Nippon Electronic Company Corporation of Tokyo (Antonoff,
1993). Both the U.S. Army and Navy are intently interested in the training
applications of virtual environments. As part of its commitment to Distributed
Interactive Simulation, the U.S. Army Research Institute for the Behavioral
and Social Sciences (ARI) is specifically looking at VE technology in
training dismounted infantry on the electronic battlefield (Levison &
Pew, 1993).
A virtual environment can be defined in many ways. The
definition used for this report is a three-dimensional, interactive, realistic,
real-time computer generated simulation providing direct input to the
senses via a head-mounted display (HMD), Binocular Omni-Oriented Monitor
(BOOM), DataGlove and similar devices. From the standpoint of a user,
there are three major components of a VE system. First, the user must
have some way of seeing in the virtual environment. This is usually accomplished
with an HMD. Second, the user must have some way of moving through the
VE. Joysticks, spaceballs, and wired clothing devices are some of the
current devices used to control movement in the VE. Finally, there must
be some way to identify the user's direction of view in the VE. This is
accomplished by means of a tracking device, often attached to the HMD.
In some ways, the above definition of a VE may be more
representative of the goal of VE technology rather than its current state.
Today's virtual environment is not necessarily fully three-dimensional,
fully interactive, completely realistic, nor carried out in exact real
time. Future VE systems will be defined by both technology developments
and research on necessary characteristics.
Although this new technology is very promising, there
exists a potential threat to the ultimate usability of virtual environments:
some users experience discomfort during, and sometimes after, a session
in a simulated environment. Similar reactions have been observed in driving
simulators and military flight simulators. This phenomenon is called simulator
sickness and it is similar to motion sickness. There is a direct link
between simulator sickness and sickness in virtual environments: both
are forms of visually-induced motion sickness. Thus, the abundant simulator
sickness literature, as well as the motion sickness literature, forms
an excellent background and starting place in the study of sickness in
virtual environments. Although most of the simulator sickness research
involves military pilots and flight simulators, many of the findings may
be directly applicable to VE systems. These findings can help identify
potential factors involved in sickness, as well as suggest ways to combat
it.
The goal of this report is to identify factors involved
in simulator sickness in virtual environments so that such sickness can
be avoided or, at least, its severity and duration reduced. To accomplish
this goal, much simulator sickness, as well as some motion sickness literature,
is reviewed. Some literature specifically applicable to virtual environments
is also reviewed, but such research is still scarce because of the newness
of the field.
The potential factors fall into three major categories:
individual factors, simulator factors, and simulated task factors. These
factors are summarized in Appendix Table A1, grouped into the three categories.
An outline of Table A1 can be found in Table 1 below.
|
Potential Factors Associated
with Simulator Sickness in Virtual Environments
|
|
Individual
|
Simulator
|
Task
|
| age |
binocular viewing |
altitude above terrain |
| concentration level |
calibration |
degree of control |
| ethnicity |
color |
duration |
| experience with real-world task |
contrast |
global visual flow |
| experience with simulator (adaptation) |
field of view |
head movements |
| flicker fusion frequency threshold |
flicker |
luminance level |
| gender |
inter-pupillary distance |
unusual maneuvers |
| illness and personal characteristics |
motion platform |
method of movement |
| mental rotation ability |
phosphor lag |
rate of linear or rotational acceleration
|
| perceptual style |
position-tracking error |
self-movement speed |
| postural stability |
refresh rate |
sitting vs. standing |
| |
scene content |
vection |
| time lag (transport delay) |
type of application |
| update rate (frame rate) |
|
| viewing region |
Table 1
Within each category, factors are presented in
alphabetical order. This is done for several reasons. First, there is
no obvious order in which they should be presented. It would be difficult
to assign a ranking of "importance" - however one should wish
to define this - because a factor's effect is often unknown. In addition,
the effects of various factors are different and, therefore, difficult
to place along some type of continuum. Thus, factors are arranged alphabetically
to give them all equal status in importance. Secondly, factors are alphabetized
to aid in using this report as a reference. Every entry refers to a subsection
in the text and every factor discussed in the text has a corresponding
entry. Details are supplied in the text and Table A1 summarizes important
points.
Background
Simulator sickness was initially documented by Havron
and Butler in 1957 in a helicopter trainer (Casali, 1987). It is similar
to motion sickness, but can occur without actual motion of the subject.
The most common symptoms resemble those of motion sickness: general discomfort,
apathy, drowsiness, headache, disorientation, fatigue, pallor, sweating,
salivation, stomach awareness, nausea, and vomiting. Postural instability,
flashbacks (a sudden recurrence of symptoms), retching, and vomiting have
also been known to occur. Although the potential discomfort to the subject
alone makes simulator sickness a problem, additional drawbacks include
adverse consequences to training and user acceptance.
Kennedy and Fowlkes (1992) noted that simulator sickness
is properly called a syndrome because of the complex signs and symptoms
associated with it. They further noted that some people exhibit all the
signs and symptoms, others exhibit only a few, and some exhibit no symptoms
at all. Additionally, among people who are symptomatic, no single symptom
predominates. Because of the variety of symptoms associated with simulator
sickness, Kennedy and Fowlkes described it as being polysymptomatic. Although
this characteristic makes sickness difficult to measure, the polysymptomatic
nature has an advantage in that symptom differences and changes in symptomaticity
may be diagnostic (Kennedy & Fowlkes). For example, if more eye strain
is suddenly associated with usage of a particular simulator, it might
suggest that something is wrong with the visual display.
Kennedy and Fowlkes (1992) also described simulator sickness
as being polygenic since no single factor can be identified as the cause.
Instead, as this report will reveal, many factors are involved.
Consequences of Simulator Sickness
To emphasize the significance of simulator sickness,
Crowley (1987) identified four important aeromedical and operational consequences:
decreased simulator use, compromised training, ground safety, and flight
safety. Decreased simulator use may result from pilots who have experienced
symptoms and are unwilling to repeat the experience. Training may be compromised
in one of two ways. First, symptoms in the simulator may distract the
pilot during the session, thus interfering with the training process.
Second, pilots may adopt behaviors to avoid symptoms in the simulator
which, if transferred to the actual aircraft, may be detrimental. Ground
safety in terms of exiting the simulator or driving away from the site
may be jeopardized by aftereffects from the simulator such as postural
disequilibrium (ataxia) and flashbacks. Such aftereffects, along with
any adaptive behaviors (which may have negative transfer effects), may
also compromise flight safety after simulator exposure.
Simulator Sickness Compared with Motion Sickness
Although simulator sickness and motion sickness have
similar symptomatology, they are not the same thing. Tyler and Bard (1949)
stated that "Motion sickness is a specific disorder which is evoked
in susceptible persons and animals when they are subjected to movements
which have certain characteristics" (p. 311). Thus, because of the
role of the motion itself in motion sickness, any sickness experienced
in simulators incorporating motion (i.e., moving-base simulators) may
be true motion sickness. However, many simulators (i.e., fixed-base simulators)
do not involve operator motion yet still provoke sickness, since visual
stimulation alone can also induce sickness. Thus, although the symptoms
of motion and simulator sickness may be similar, their causes may be quite
different. Whereas vestibular stimulation alone is usually sufficient
to cause motion sickness (Money, 1970), there is no one exact cause of
simulator sickness. Simulator sickness is more likely a result of the
compounding of the visual and motion cuing and not due to merely the motion
alone.
Because of its similarity to motion sickness, any review
of the simulator sickness literature necessarily includes some references
to motion sickness research. Early studies by Wendt and his associates
during the 1940s (cited in Kennedy, Allgood, Van Hoy, & Lilienthal,
1987) related Very Low Frequency (VLF) vibration exposure to motion sickness.
In a similar vein, Kennedy, Allgood, et al. (1987) related post-simulator
motion sickness symptoms to VLF vibration in moving-base flight simulators.
Motion sickness symptoms were assessed with a questionnaire. Of the two
simulators investigated, one exhibited motion profiles which, based on
other research, fell into a nauseogenic category, whereas the other simulator
did not. As was predicted, pilot reports of sickness increased after exposure
to the former simulator whereas exposure to the latter simulator had virtually
no effect on reports of sickness. One conclusion from this research is
that simulator sickness occurring in motion-base simulators may actually
be true motion sickness, since VLF vibration may occur in simulators (Kennedy,
Fowlkes, Berbaum, & Lilienthal, 1992). Nonetheless, vision plays an
important role in both motion and simulator sickness (Kennedy, Hettinger,
& Lilienthal, 1988) - especially because of its influence on orientation
and perceived self-motion. In fact, Kennedy et al. (1992) maintained that
simulator sickness is primarily visually-induced.
Expected Incidence and Severity of Simulator Sickness
in Virtual Environments
In an analysis of data from 10 U.S. Navy and Marine Corps
flight simulators, Kennedy, Lilienthal, Berbaum, Baltzley, and McCauley
(1989) found that approximately 20% to 40% of military pilots indicated
at least one symptom following simulator exposure. McCauley and Sharkey
(1992) pointed out that pilots tend to be less susceptible to motion sickness
than the general population due to a self-selection process based on their
resistance to motion sickness. Since VE technologies will be aimed at
a more general population, such selection against sickness may not occur.
Thus, McCauley and Sharkey suggested that sickness may be more common
in virtual environments than in simulators.
McCauley and Sharkey (1992) also noted that commercial
users of VE systems may differ from the typical user of a military flight
simulator in terms of their physical and psychological state. Some commercial
users may be under the influence of medications, drugs, or alcohol. It
is possible that such substances may increase susceptibility to sickness.
Regan (1993) documented the frequency of occurrence
and severity of sickness in a commercial, off-the-shelf virtual environment.
For 20 minutes, civilian (n=80), military personnel (n=20), and firefighters
(n=50) were immersed in a VE consisting of different rooms containing
various objects. Subjects were allowed to explore the rooms and interact
with the objects. In addition to completing pre- and post-immersion questionnaires,
subjects also rated themselves at 5 minute intervals on a 1-6 malaise
scale (1 = no symptoms; 2 = any symptoms, but no nausea; 3 = mild nausea;
4 = moderate nausea; 5 = severe nausea; 6 = being sick). At some stage
during the 20 minute period, 61% of the 146 subjects reported a highest
rating greater than 1. Thus, only 39% of the subjects reported no symptoms.
In addition, symptoms were found to be greatest at the 20 minute mark,
when 45% of the subjects reported some symptoms. Although she noted that
the experimental procedure may have encouraged subjects to dwell on their
physical state, Regan concluded that sickness may be common among users
of virtual environments.
Theories of Simulator Sickness
Cue Conflict
As Kennedy et al. (1988) pointed out, a comprehensive
model of simulator sickness does not currently exist. The primary theory
involves discrepancies between the senses concerning information about
body orientation and motion. This theory is usually referred to as the
cue conflict theory.
Early studies with both fixed-base and moving-base driving
simulators implicated cue conflict as the source of the problems (Casali,
1986). To reduce conflicts in fixed-base systems, it seemed logical to
add motion to the simulators. Initially, simple random vibration was added,
but this alone was not enough to reduce the conflicts. Eventually, advances
in simulation made possible the incorporation of acceleration cues which
more nearly approximate those actually experienced during driving. Sickness
still occurred, perhaps because the visual and motion cues were not in
perfect synchrony. Thus, a conflict between the two systems still could
have resulted, possibly setting the stage for sickness.
The theory of cue conflict is the most widely accepted
theory of simulator sickness. Cue conflict occurs when there is a disparity
between senses or within a sense. The two primary conflicts thought to
be at the root of simulator sickness occur between the visual and vestibular
senses. In a fixed-base simulator, the visual system senses motion while
the vestibular system senses no motion. Thus, according to the cue conflict
theory, a conflict results. In a moving-base simulator, the visual stimuli
experienced may not correspond exactly to the motion which the vestibular
system registers. Thus, a conflict can still result.
McCauley and Sharkey (1992) discussed potential sources
of cue conflict which could occur in a virtual environment. They pointed
out that ambiguities among visual, vestibular, and proprioceptive cues
may be created in a VE in the representation of motion because these systems
provide visual cues consistent with self-motion, but no corresponding
vestibular cues. Such cues are necessary for supporting postural control
and locomotion, with vestibular cues and peripheral vision appearing especially
important for spatial orientation and self-motion detection. Thus, with
ambiguous information, a cue conflict may develop.
Since perceptual and perceptual-motor systems are modifiable,
people can learn to function adequately despite altered conditions such
as visual and auditory rearrangements (Welch, 1978). McCauley and Sharkey
pointed out that adaptation to a transformed world does not happen immediately.
Furthermore, adaptation time depends upon the type of transformation (Welch,
1986). Individuals who adapt quickly may avoid sickness whereas those
who adapt slowly may become sick before completely adapting (McCauley
& Sharkey, 1992). McCauley and Sharkey offered several potential sources
of transformation in a VE including optical distortions, temporal distortions,
and the altered correspondence between visual and vestibular information
concerning spatial dynamics. They suggested that large transformations
and longer exposure times to virtual environments will result in an increased
incidence of sickness and will require longer adaptation periods.
The theory of cue conflict provides one explanation for
the occurrence of sickness in certain situations, namely, those in which
there is a conflict among sensory cues. The theory does not, however,
provide any explanation for why sickness occurs from an evolutionary or
adaptive point of view. Treisman (1977) proposed just that when he suggested
that sickness could be the result of a misapplication of an adaptive mechanism
designed to protect an organism. His hypothesis consists of three major
arguments. First, the eye-head and head-body systems involved in controlling
movement must be highly sensitive in order to carry out their function.
Second, neurotoxins in the body can affect movement control. Thus, because
of their high sensitivity, the systems which control movement could also
function as an early warning system for the detection of toxins in the
body. Third, such toxins, if ingested by an organism, usually trigger
an emetic response. Putting these three arguments together, Treisman hypothesized
that the emetic response associated with motion sickness may be due to
a mechanism which responds to ingested toxins but which can also be mistakenly
triggered in nauseogenic situations. Furthermore, the nausea and malaise
responses may be viewed as an aversive conditioning mechanism which help
the organism avoid future ingestion of such toxins. Treisman's hypothesis,
which suggests an adaptive benefit for the occurrence of motion sickness,
is one of the few explanations for why such effects may occur.
Postural Instability
Although cue conflict is the most widely accepted theory
associated with simulator sickness, it is not without its critics. One
problem several researchers have noted (e.g., Frank & Casali, 1986;
Stoffregen & Riccio, 1991) is that it has little predictive power
concerning sickness. According to the cue conflict theory, sickness will
occur in situations where there is a mismatch between experienced stimuli
and expected stimuli. It does not, however, predict which situations will
result in a mismatch or how severe it will be. The cue conflict theory
only infers that if sickness occurs then there must have been a conflict.
Although this does not necessarily invalidate it, at least one other group
of researchers have found enough problems with the cue conflict theory
to propose an alternative.
Stoffregen and Riccio (1991) presented a critique of
the cue conflict theory from an ecological psychology viewpoint, leading
to an ecological theory of motion sickness (Riccio & Stoffregen, 1991).
A fundamental aspect of their theory concerns the idea of agreement among
or within senses which, according to the cue conflict theory, does not
occur in sickness-provoking situations. They referred to this agreement
as redundancy and argued that the visual, vestibular, and somatosensory
systems might not experience redundant input and such redundancy is not
necessarily expected (Stoffregen & Riccio). Input redundancy is a
major determinant of sickness according to the cue conflict theory: nonnauseogenic
situations are those in which there is redundancy whereas nauseogenic
situations are those in which redundancy is lacking. If such redundancy
is not a reliable standard for the determination of cue conflict, Stoffregen
and Riccio argued that the conflict theory cannot distinguish between
nauseogenic and nonnauseogenic situations. In fact, they argued that sensory
conflict may not even exist! (Riccio & Stoffregen)
The ecological theory of motion sickness they propose
centers on postural stability or lack thereof. (Postural instability,
or ataxia, is a possible effect of simulator exposure and is discussed
in the next section.) Riccio & Stoffregen (1991) hypothesized that
sickness results when the individual lacks or has not yet learned strategies
for maintaining postural stability. They argued that postural instability
both precedes sickness symptoms and is necessary to produce symptoms.
To support their theory, they described how several provocative environments
involve postural instability and they also discuss influences on stability.
As one piece of experimental support for their theory, Riccio, Martin,
and Stoffregen (1992) discussed the results of several experiments in
which no motion sickness was reported in what should have been a cue conflict
situation. The lack of sickness in these situations, however, is consistent
with their theory.
The work of these researchers has been greatly summarized
here, but they describe their theory and the theories leading to it in
much detail. The interested reader is encouraged to see Stoffregen and
Riccio (1988), Stoffregen and Riccio (1991), and Riccio and Stoffregen
(1991) for more information.
Although the ecological theory is a competitor to the
cue conflict theory, the latter currently remains the most widely accepted
theory of simulator sickness, most likely because it has enjoyed wide
exposure in the literature and appears to be supported by much of the
data. Thus, the rest of this report will make several references to cue
conflict as it relates to sickness. This is not intended to take sides
on the cause issue but, rather, is simply due to the fact that the cue
conflict theory underlies most of the current research.
Effects of Simulator Exposure
As mentioned in the introduction, the most common effects
of simulator exposure resemble the symptoms of motion sickness: general
discomfort, drowsiness, pallor, sweating, nausea, and, occasionally, vomiting.
These and other typical symptoms are grouped into three major clusters
of symptoms - nausea, disorientation, and oculomotor discomfort - by the
Simulator Sickness Questionnaire (SSQ) (discussed in the next section).
Along with eye strain, which is identified by the SSQ,
and postural disequilibrium, which was discussed earlier as a post-simulator
safety concern, two additional effects of simulator exposure - dark focus
shifts and changes in performance - have also received attention in the
literature. These four effects are discussed in this section.
Ataxia
A major effect of simulator exposure is postural disequilibrium,
or ataxia. Thomley, Kennedy, and Bittner (1986) suggested that ataxia
is due to a disruption in balance and coordination resulting from the
visual and vestibular adaptation to conflicting cues occurring during
simulator exposure. In a study of Air Force pilots, Kellogg and Gillingham
(1986) found that 60.4% reported ataxia shortly after simulator exposure.
For 14.6% of the pilots, disequilibrium persisted as long as 30 minutes
to 10 hours. Additionally, Fowlkes, Kennedy, and Lilienthal (1987) reported
that it has been found that intensity and duration of ataxia increases
with increased simulator exposure. Ataxia does not always result, however,
(e.g., Kennedy, Allgood, et al., 1987) but this could be due to the exposure
time or sensitivity of the postural test. It may also be that some simulators
- such as those with motion platforms - may be more conducive to disequilibrium
than others (motion platforms are discussed later in this report).
Baltzley, Kennedy, Berbaum, Lilienthal, and Gower (1989)
investigated the issue of postflight symptoms. They reported that unsteadiness
and ataxia are of greatest immediate concern for safety since there have
been reports of such posteffects lasting longer than 6 hours and, in some
cases, longer than 12 hours. In their study of free response data from
742 pilot exposures from 11 military simulators, they found that approximately
half of the pilots (334) reported posteffects of some kind: 250 (34%)
reported that symptoms dissipated in less than 1 hour, 44 (6%) reported
that symptoms lasted longer than 4 hours, and 28 (4%) reported that symptoms
lasted longer than 6 hours. There were also 4 (1%) reported cases of spontaneously
occurring flashbacks. Since typical post-simulator duties and debriefing
are not usually time-consuming, one hour is probably the longest period
a pilot would ordinarily be expected to remain at the simulator site.
Thus, longer-lasting aftereffects, especially those such as flashbacks
and dizziness, pose a safety risk to both the pilots and to others.
Dark Focus Shifts
As discussed in the next section, a frequently used measure
of simulator sickness is the Simulator Sickness Questionnaire (SSQ) or
some variation of it. Surveys such as the SSQ are of a self-report nature
and, thus, represent subjective measures of sickness. From a measurement
standpoint, it may be desirable to also have some type of objective measure
of sickness, such as a physiological measure. One such physiological measure,
changes in dark focus, is discussed in this section. Additional measures
are discussed later in this report.
Dark focus is the physiological resting position of accommodation.
Accommodation is the process in which the ciliary muscles at the front
of the eye tighten. This increases the curvature of the lens, making it
fatter so that near objects can be brought into focus (Goldstein, 1989).
Dark focus is the resting state of this process: the point of focus in
the absence of effective visual stimulation (e.g., the dark) (Fowlkes,
Kennedy, Hettinger, & Harm, 1993).
Accommodation is controlled by the autonomic nervous
system (ANS). Motion sickness symptomatology is characteristic of the
parasympathetic nervous system, a division of the ANS. Fowlkes et al.
(1993) pointed out that increased parasympathetic activity results in
an inward shift in dark focus and lens accommodation for near vision.
They identified two important consequences of these changes. First, dark
focus shifts may serve as an objective measure of the occurrence and severity
of simulator sickness. Second, changes in dark focus may have adverse
implications for visual performance during and immediately following exposure
to virtual environments. For example, an inward shift in focus might render
a VE user unable to successfully meet the accomodative demands of distant
viewing necessary for detecting targets.
Fowlkes et al. (1993) examined the relationship between
dark focus and simulator sickness. In their study of both college students
and pilots, dark focus was measured before and after exposure to simulator
sickness-inducing conditions (a projected motion scene for the students
and a simulator flight for the pilots). Simulator sickness was measured
with a questionnaire.
In two of their three experiments (one with students
and one with pilots), Fowlkes et al. (1993) found that subjects who were
sick usually had dark focus shifts inward, whereas subjects who were not
sick usually had unchanged dark focus scores or shifts outward. These
results were as predicted based on the increased parasympathetic activity
associated with motion sickness. In their other experiment (also with
pilots), they found different results: subjects who were sick usually
had no change in dark focus, whereas subjects who were not sick usually
had outward shifts. These results were not as predicted.
To reconcile the two results, Fowlkes et al. (1993) suggested
that change in dark focus (using a continuous range from outward shift
to no change to inward shift) is positively associated with severity of
sickness (using a continuous range from low severity to high severity).
The range of these changes in dark focus, however, depends upon the demands
of the situation. Thus, for a low-demand situation (i.e., the first two
experiments), as sickness severity ranges from low to high, change in
dark focus ranges from no change to an inward shift. On the other hand,
for a high-demand situation (i.e., the third experiment), as sickness
severity ranges from low to high, change in dark focus ranges from an
outward shift to no change.
From these three experiments, Fowlkes et al. (1993) concluded
that the dark focus of accommodation can undergo systematic change due
to simulator exposure. Furthermore, the nature of this change may depend
on the performance demands of the situation and may be associated with
the incidence of sickness (Fowlkes et al.).
Eye Strain
One common effect of exposure to virtual environments
is eye strain and related oculomotor problems. According to Stone (1993),
two groups of British researchers found that only ten minutes spent wearing
a HMD can result in side effects such as what might be observed after
eight hours spent in front of a Cathode Ray Tube (CRT) display: headaches,
nausea, and blurred vision, for example. Stone expressed concern over
the strain imposed on binocular vision by HMDs. He pointed out that, whereas
binocular vision is fully developed in adults, it is not fully developed
in children under 12 and, thus, is more likely to break down under stress,
causing squinting. It is Stone's opinion that the visual and motor system
effects, although mostly anecdotal, are potentially serious, especially
for lower quality VE systems such as those geared for entertainment. As
Stone indicated, problems such as binocular convergence, inappropriate
accommodative response to blurred images, unequal focusing capability
in each eye, and inadequate fixation or pursuit eye movements are all
evident in current Liquid Crystal Display (LCD)-based HMDs. These problems
are known to contribute to a disorder known as asthenopia, which Stone
described as a type of oculomotor instability.
Ebenholtz (1992) also addressed the issue of asthenopia.
He pointed out that it appears to result from the negative feedback control
of most oculomotor systems. These systems, he stated, work to correct
visual errors over a certain limited range, such as small differences
in the direction in which the two eyes point. It is working to correct
the errors, rather than the errors themselves, which appears to be problematic
(Duke-Elder & Abrams, 1970). Thus, situations yielding error in eye
movement control and involving the error-control mechanism have the potential
to evoke symptoms of motion sickness (Ebenholtz).
Ebenholtz (1992) concluded that since the display devices
of virtual environments, just like those in simulators, call on numerous
oculomotor systems which may require error-correcting eye movements, they
can potentially produce sickness symptoms. He noted that a prolonged need
for error correction may result in adaptive shifts of the gain, phase,
and direction of eye movements so that such error correction would no
longer be necessary. Ebenholtz included such adaptive shifts among the
possible effects of exposure to virtual environments. He further noted
that such shifts may not be limited solely to the oculomotor system. He
mentioned aftereffects such as ataxia and flashbacks as examples of other
forms of adaptive shifts resulting from simulator exposure.
Performance Changes
Kennedy, Fowlkes, and Lilienthal (1993) investigated
performance changes following simulator exposure. Subjects were given
three performance tests before and after simulator exposure: Pattern Comparison,
Grammatical Reasoning, and Finger Tapping. The exposed pilots showed less
improvement due to practice on the Pattern Comparison and Grammatical
Reasoning tests than did the control group. Such differences were not
observed on the Tapping test. Kennedy, Fowlkes, et al. noted that, of
the three performance measures administered, Grammatical Reasoning is
the most sensitive to disruption by stressors whereas Tapping is highly
resistant to disruption. Although the results indicated minimal and unclear
effects, Kennedy, Fowlkes, et al. nonetheless concluded that performance
losses may occur following simulator exposure.
Quantitative Tools
Measuring Simulator Sickness: The Simulator Sickness
Questionnaire
Questionnaires or symptom checklists are the usual means
of measuring simulator sickness. This is because of the polysymptomatic
nature of the sickness: measuring just one sign or symptom would not be
sensitive enough (Kennedy & Fowlkes, 1992). One frequently used questionnaire
is the Pensacola Motion Sickness Questionnaire (MSQ) (Kellogg, Kennedy,
& Graybiel, 1965). This questionnaire is a self-report form consisting
of 23 symptoms which are rated by the subject on a 4-point severity scale
(none, slight, moderate, severe). Although the multi-symptom scoring of
the MSQ takes into account polysymptomaticity, a major deficiency for
its application to the study of simulator sickness is that the single
resultant score provides no information about the multiple, separable
dimensions of the sickness (Kennedy & Fowlkes, 1992). This deficiency
led to the development of the Simulator Sickness Questionnaire (SSQ) (Kennedy,
Lane, Berbaum, & Lilienthal, 1993).
The SSQ was derived from the MSQ using factor analyses
of 1,119 MSQs collected at 10 simulator sites. The resulting SSQ reduced
the symptom list to 16 symptoms, which are rated by the subject on a 4-point
scale (0=absent, 1=slight, 2=moderate, 3=severe). Based on the results
of the factor analysis, these ratings form the basis for three subscale
scores - Nausea, Oculomotor Discomfort, and Disorientation - as well as
a Total Severity score. The symptoms making up the three subscale scores
are as follows: Nausea - general discomfort, increased salivation, sweating,
nausea, difficulty concentrating, stomach awareness, and burping; Oculomotor
- general discomfort, fatigue, headache, eyestrain, difficulty focusing,
difficulty concentrating, and blurred vision; and Disorientation - difficulty
focusing, nausea, fullness of head, blurred vision, dizzy (eyes open),
dizzy (eyes closed), and vertigo (Kennedy, Lane, et al., 1993). (Note
that some symptoms appear on more than one subscale; this is a characteristic
of the factor analysis procedure.) The Total Severity score uses all of
the symptoms.
As is discussed later in this report, individuals who
are not in their usual state of fitness (e.g., suffering from a cold or
flu, hangover, etc.) tend to have an increased susceptibility to simulator
sickness. Because of this, Kennedy, Lane, et al. (1993) advised that,
in administering the SSQ, such individuals should not be included in the
sample. Additionally, only post-exposure data are typically scored since
there is a high correlation between pre- and post-exposure scores. These
restrictions probably do not pose a problem with flight simulators because
pilots form such a relatively homogeneous group - they tend to be in good
physical shape overall and are usually in good health when they arrive
for simulator training. However, because of the more diverse user population
potentially associated with VE systems, military data may not be comparable
to general population data, especially if different scoring systems are
used. For instance, pre-exposure sickness scores may need to be considered
in interpreting post-exposure scores.
Once SSQ scores are determined in a given situation,
there are several ways the results can be used. Kennedy, Lane, et al.
(1993) pointed out that the total severity factor may reflect the overall
extent of symptom severity and, as such, provides the best index of whether
a given simulator has a sickness problem. Additionally, the subscale scores
can provide diagnostic information as to the specific nature of the resulting
sickness (Kennedy, Lane, et al.). Thus, the data can be looked at on their
own since all four scores have a natural zero (i.e., no symptoms) and
increase in value as severity increases. Additionally, Kennedy, Lane,
et al. supplied the original data so that, for new scores, percentile
points can be determined (based on the original data) and means and standard
deviations can be compared (to those of the original data). Lastly, scores
in one situation can be compared to scores from other or similar situations
(e.g. one simulator can be compared to another, or one simulator can be
compared with itself at different points in time, such as prior to or
following calibration adjustments).
Evaluating Ataxia: Postural Tests
Some studies (e.g., Baltzley et al., 1989, discussed
earlier) have evaluated ataxia by means of free response survey data (i.e.,
self-report). Ataxia can also be measured with postural tests. Four of
the basic tests are Stand-on-Preferred-Leg, Stand-on-Nonpreferred-Leg,
Stand-Heel-to-Toe, and Walk-Heel-to-Toe. In each of these tests, the subject
is instructed to either stand or walk in a specified manner for a specific
amount of time or number of steps. The postural measure is the amount
of time the subject is able to stand (up to the specified maximum) or
the number of steps the subject is able to take (up to the specified maximum).
Additional postural tests can be created from these basic four by adding
such variations as eyes open vs. closed, arms outstretched vs. folded
across chest, and different standing positions.
Thomley et al. (1986) evaluated the reliability of the
four basic tests for repeated measurement of ataxia. They studied the
tests under baseline conditions: before and after playing approximately
30 minutes of video games. The use of the games was for other experimental
purposes and was not expected to have postural effects. For all tests,
subjects had arms crossed and eyes closed. Based on an analysis of means
and variances, as well as a correlational analysis, Thomley et al. recommended
a Stand-on-Leg test with the Stand-on-Nonpreferred-Leg being marginally
superior to the Stand-on-Preferred-Leg. It should be noted that ceiling
effects were seen on all four tests, even from the first trial, and that
such postural tests typically exhibit learning effects (i.e., performance
improves with practice).
Hamilton, Kantor, and Magee (1989) also evaluated several
ataxia tests to determine their sensitivities and reliabilities. They
studied four variations of the basic tests: the Sharpened Romberg (also
called the Tandem Romberg), Stand-on-One-Leg-Eyes-Closed, Walk-on-Rail-Eyes-Open,
and Walk-on-Line-Eyes-Closed tests. In the Sharpened Romberg, subjects
stand heel-to-toe with arms folded and eyes closed. Hamilton et al. modified
the Sharpened Romberg and had subjects walk on narrow rails to increase
the difficulty in an attempt to avoid ceiling effects.
In the first phase of the two-phase study, test-retest
reliabilities were examined. It was found that the reliability coefficients
for each test remained relatively stable. Although learning effects were
found, ceiling effects were not. The Stand-on-One-Leg-Eyes-Closed was
found to be the most reliable, but only the Stand-on-One-Leg-Eyes-Closed
and the Sharpened Romberg reliabilities exceeded .50.
In the second phase of the study, the first phase subjects
performed each of the four tests immediately before and after two successive
6-minute flight simulator exposures. In addition, each subject completed
a simulator sickness questionnaire. It was found that, despite subject
reports of ataxia symptoms following the simulator exposure, only the
Sharpened Romberg substantiated the symptoms reported on the questionnaires.
Hamilton et al. (1989) concluded that none of the four tests were sensitive
enough to quantify subjective reports of ataxia and that more sensitive
measures are needed. In fact, because of the ceiling effects and only
moderate reliabilities of such postural measures, Thomley et al. (1986)
suggested that alternative measures, such as head stability-assessment
devices be developed. The position-tracker in an HMD may be one such method
for assessing head stability.
Predicting Simulator Sickness: The Motion Sickness
History Questionnaire
Kennedy, Fowlkes, et al. (1992) noted that motion history
questionnaires are useful tools for predicting many forms of motion sickness.
Such questionnaires have high retest reliabilities with low cost for materials
and little inconvenience for the subject (Kennedy, Fowlkes, et al.). Use
of these motion history questionnaires for the prediction of simulator
sickness, however, has not been as successful. Thus, Kennedy, Fowlkes,
et al. investigated the use of questionnaires to predict simulator sickness
specifically.
The motion history questionnaire employed by Kennedy,
Fowlkes, et al. (1992) was the Kennedy and Graybiel version of the Pensacola
Motion Sickness Questionnaire (used for the development of the SSQ), referred
to as the Motion History Questionnaire (MHQ). Four different scoring keys
were developed based on different combinations of items from the MHQ (see
Kennedy, Fowlkes, et al. for the specific MHQ items included in each of
the four scoring keys). The first scoring key - the original scoring key
for the MHQ - had been validated on a sample of student pilots exposed
to Coriolis forces. Coriolis stimulation is experienced when the body
is being rotated and the head is tilted out of the axis of rotation (Dichgans
& Brandt, 1973; Guedry & Montague, 1961). Similarly, pseudo-Coriolis
stimulation is experienced when the head is tilted during illusory self-rotation
induced by moving visual stimuli (Dichgans & Brandt, 1973). In a preliminary
study with a small sample, the MHQ - as scored with the original key -
did not correlate significantly with the reported sickness symptomatology
(Kennedy, Fowlkes, et al., 1992). Thus, two additional scoring keys were
later developed. These scoring keys had been validated on a sample of
college students exposed to highly provocative and mildly provocative
simulated ship motion (VLF vibration). The fourth scoring key, the simulator
sickness scoring key (SS), was empirically derived and cross-validated
as part of the study.
The goal of this research was to compare the original
MHQ scoring key, the VLF scoring keys, and the empirically derived SS
scoring key in terms of their relative predictive abilities for simulator
sickness susceptibility. Two dependent variables were used in the study:
a score on the MHQ taken after simulator exposure (POST) and the difference
between scores on the MHQ taken before and after simulator exposure (DIFF).
The SS scoring key was developed by examining the correlation of each
of the individual items of the MHQ with both the POST and DIFF scores.
If the correlation for POST, DIFF, or both was significant at the 0.05
level, that MHQ item was included in the SS scoring key. To compare the
four scoring keys, correlations between the four scoring keys and the
two dependent variables were examined. All of the scoring keys were found
to be predictive of reported symptoms of simulator sickness, but the highest
correlations (.33 for both dependent variables) were obtained with the
SS key.
Factors Associated with the Individual
There are very large individual differences in susceptibility
to simulator sickness. Such individual difference factors include age,
concentration level, ethnicity, experience with the real-world task, experience
with the simulator (adaptation), the flicker fusion frequency threshold,
gender, illness and personal characteristics, mental rotation ability,
perceptual style, and postural stability. These factors are all discussed
below.
Age
One source of individual differences is age. Reason and
Brand (1975) reported that motion sickness susceptibility is greatest
between the ages of 2 to approximately 12 years. It decreases rapidly
from about 12 to 21 years and then more slowly thereafter. After around
50, sickness is almost nonexistent.
Related to age is experience with the real-world
task, which plays a critical role in the cue conflict theory of simulator
sickness: conflicts are thought to occur between the actual pattern of
stimuli and the expected pattern of stimuli. The expected patterns likely
result from repeated experiences, which Reason and Brand (1975) suggest
may follow the same long-term learning pattern seen with other types of
learning. Age and experience are correlated and, as is discussed later
in this section, experience with the real-world task is positively correlated
with sickness.
Concentration Level
Regan (1993) observed that higher levels of concentration
may be associated with lower levels of sickness. Without any formal measurement
of concentration level, she observed that some subjects need to concentrate
more than others while in the VE, especially when picking up and manipulating
objects with the 3D mouse.
Ethnicity
Stern, Hu, LeBlanc, and Koch (1993) compared susceptibility
to visually-induced motion sickness among different ethnic groups. The
subjects, all female, formed three groups: Chinese, European-American,
and African-American (the Chinese were born in China, as opposed to the
other two groups which were born in the United States). A circular vection
drum was used to induce vection (illusory self-motion, discussed later
in this report) while electrogastrography (EGG) signals were measured
and subjective symptoms of motion sickness were noted as they were volunteered.
It was found that the Chinese group reported significantly more nausea
and other symptoms of motion sickness than either of the other two groups,
which did not differ in their reports. A similar result was seen with
the EGG signals during the drum rotation period. These results support
the researchers' hypothesis that Chinese women are hyper-susceptible to
motion sickness when compared with European-American and Afro-American
women - a hypothesis which they developed from observations of subjects
in their laboratory. Two theories were put forth to explain the differences
obtained in the experiment: environmental factors (all of the Chinese
subjects had been in the USA for less than 3 years) and genetic differences
in central catecholamine release.
Experience with the Real-World Task
Based on findings in the field dating back to 1957, Kennedy,
Berbaum, Lilienthal, Dunlap, Mulligan, and Funaro (1987) stated that pilots
with more flight experience and little simulator time are more prone to
simulator sickness than are those with little aircraft flight time. Although
the relationship is often observed, this finding is not fully consistent
in the literature (Kennedy et al., 1988). Kennedy et al. (1988) suggested
that, for the cases in which such a relationship is observed, the pilot's
experience with the sensory aspects of actual flight might lead to greater
sensitivity to the discrepancies between actual and simulated flight.
Pausch, Crea, and Conway (1992) offered two other possible explanations.
Degree of control of the task may be a factor since student pilots tend
to handle the flight controls more than the instructor pilots. Second,
viewing region may be a factor if the optimal viewing position is placed
at the student's location. Both of these factors are discussed later in
this report for their possible role in sickness. For the cases in which
a positive relationship between experience and sickness is not observed,
Kennedy et al. (1988) suggested that the pilot's experience may result
in protection through some mechanism of adaptation or that susceptible
individuals may have been self-selected out of a career in aviation.
Experience with the Simulator (adaptation)
Uliano, Lambert, Kennedy, & Sheppard, (1986) found
that pilots who experienced sickness on initial simulator hops were able
to rapidly adapt to the simulator on following hops and, therefore, experienced
less sickness over time. Thus, increased experience with the simulator
- adaptation - generally leads to a decreased incidence of sickness. This
could be the result of building a tolerance to sickness-inducing stimuli
and learning adaptive behaviors to avoid sickness. Although this adaptation
may help reduce sickness, Kennedy and Frank (1983) pointed out that it
may cause problems when the individual returns to the normal environment.
Similarly, Regan (1993) suggested that repeated immersions in a VE system
will result in a decrease in sickness as subjects become more accustomed
to, and confident about, interaction with the system. She added that it
has been suggested that adaptation may lead to reduced symptoms during
immersion, but greater levels of post-immersion symptoms.
Flicker Fusion Frequency Threshold
Flicker is discussed in the next section for its role
in sickness and all of the issues raised are properties of the display
device. There is, however, another issue associated with flicker which
is a property of the individual: the flicker fusion frequency threshold.
This threshold is defined as the point at which flicker becomes visually
perceptible. Grandjean (1988) indicated that the human flicker fusion
frequency threshold is a circadian bodily function which increases by
day and decreases by night. Thus, the threshold frequency at which flicker
is detectable is reduced at night. In addition, there is wide individual
variability in the threshold along many dimensions such as gender, age,
and intelligence (e.g., Botwinick & Brinley, 1963; Maxwell, 1992;
Wilson, 1963).
Gender
Biocca (1992) reported that men and women do not differ
in their sensory response to motion stimuli, yet women tend to be more
susceptible to motion sickness. He pointed out that this may be due to
underreporting of susceptibility by men in self-reports, but added that
research has shown hormonal effects. For instance, susceptibility may
change during pregnancy and menstruation. Kennedy and Frank (1983), however,
noted that women exhibit larger fields of view than men and, as is discussed
later in this report, wide fields of view tend to result in increased
incidence of simulator sickness.
Illness and Personal Characteristics
Illness has also been identified as a potential factor
related to simulator sickness susceptibility. Kennedy, Berbaum, et al.
(1987) advised against simulator exposure for subjects who are not in
their usual state of fitness and Kennedy, Lane, et al. (1993) advised
that only individuals in their usual state of fitness should be included
in the sample when administering the SSQ. This includes subjects who are
suffering from fatigue, sleep loss, hangover, upset stomach, emotional
stress, head colds, ear infection, ear blocks, upper respiratory illness,
or the flu; as well as those taking certain medications or having just
received a flu shot. Additionally, Biocca (1992) suggested that personal
characteristics such as neuroticism, anxiety, arousal, and introversion
may be related to sickness susceptibility. The exact nature of those effects,
however, requires further research.
Mental Rotation Ability
Parker and Harm (1992) discussed the ability to mentally
rotate objects and the possible role of this ability on VE sickness. Mental
rotation is what a person must do in order to be able to recognize objects
when they are not in their usual orientations. Parker and Harm's work
is discussed in terms of a microgravity environment but they argue that
since a VE, like microgravity, produces stimulus rearrangements, the results
are applicable to virtual environments as well. They defined stimulus
rearrangements as alterations or disturbances of the normal spatial relationships
among stimuli that contribute to orientation. Such a rearrangement may
occur when, for example, a subject "walks" forward in a virtual
environment while remaining still in the real environment. Thus, stimulus
rearrangements set the stage for cue conflicts.
Parker and Harm (1992) stated that mental rotation is
important for efficient goal-directed locomotion - a common task in a
VE - since a person must orient in order to locomote efficiently. They
cited several examples which support their claim that the ability to perform
mental rotation is important for competent function and the reduction
of motion sickness.
The first study involved cosmonauts during a Soviet space
mission. These cosmonauts were trained in a mental rotation procedure
prior to flight and, during the mission, they significantly improved their
performance on the procedure. Parker and Harm (1992) argued that, during
the mission, the cosmonauts learned to locomote in their microgravity
environment, a task which required mental rotation ability. They suggested
that by improving their performance on this complex task, performance
on the easier mental rotation procedure was also improved.
As a second piece of supporting evidence for their theory,
Parker and Harm (1992) pointed out that different astronauts appear to
have different methods of dealing with the sensory disturbances experienced
in microgravity. Astronauts who appear to deal with the absence of gravity
by paying more attention to internally-generated orientation vectors -
especially the one associated with their Z-body axis (up-down) - are termed
Type IZ. Parker and Harm suggested that these astronauts, who generally
report little or no motion sickness during their space flights, are able
to ignore visual cues for upright. They have conducted their own research
on the matter of mental rotation and space motion sickness using the Device
for Orientation and Motion Environments Preflight Adaptation Trainer (DOME-PAT),
a microgravity simulator.
These results have several implications for virtual environments
(Parker & Harm, 1992). First, mental rotation tests could be employed
to identify individuals who may be less likely to experience sickness
in virtual environments. As an alternative, VE users could receive training
to improve their mental rotation abilities. For example, a VE system could
be adapted to produce stimulus rearrangements, thus allowing users to
practice mental rotations. Lastly, mental rotation skills learned in one
virtual environment will likely transfer to other virtual environments.
Perceptual Style
The field-dependence/independence dimension of cognitive
style, commonly referred to as perceptual style, has been well represented
in the literature. Classification of perceptual style is an indicator
of the extent to which a surrounding field affects an individual's perception
of an item within the field or, in other words, the extent to which an
individual perceives analytically (Witkin, Moore, Goodenough, & Cox,
1977).
Several tests can be used to classify an individual's
perceptual style. The classical one is the Rod and Frame Test (RFT). This
test measures the accuracy with which an individual can adjust a rod to
the true vertical position under conditions of visual-kinesthetic conflict.
Another test of perceptual style is the Embedded Figures Test (EFT), which
measures the subject's ability to extract a geometric pattern from a complex
pattern. Based on performance on tests such as these, an individual's
perceptual style is classified as either field-independent or field-dependent.
"Field-independent" individuals are able to perceive items as
separate from a surrounding field - such individuals are able to adjust
the rod to its true vertical with high accuracy and can successfully extract
geometric patterns from the complex patterns. The perception of "field-dependent"
individuals, however, is strongly dominated by the surrounding field -
such individuals are unable to accurately adjust the rod to its true vertical
and have difficulty discerning geometric patterns from complex patterns.
It has been suggested that field-independent individuals
are more sensitive to body cues than are field-dependent individuals (Barrett
& Thornton, 1968). Because of this sensitivity and the conflict between
static body cues and dynamic visual cues in a moving display, field-independent
individuals have been predicted to be more susceptible to simulator sickness
than field-dependent individuals (Barrett & Thornton, 1968).
Barrett and Thornton (1968) and Barrett, Thornton, and
Cabe (1969, 1970) investigated the possible relationship between perceptual
style and simulator sickness. Barrett and Thornton (1968) found that all
of the extremely field-independent subjects left the simulator and, even
though some field-dependent subjects also became ill in the simulator,
they concluded that the results supported their prediction that field-independent
individuals would experience more discomfort. Barrett, Thornton, and Cabe
(1969), however, found no relationship between simulator sickness and
perceptual style as measured with the EFT. Barrett, Thornton, and Cabe
(1970) investigated the relationship between perceptual style and cue
conflict induced by a "haunted swing"-like device. The results
indicated that, although many subjects did experience discomfort in the
swing, it was the field-dependent individuals who experienced the most
discomfort - opposite the Barrett and Thornton hypothesis.
Although there would be great theoretical and practical
value if a predictive relationship could be found between perceptual-style
and susceptibility to motion sickness (Long, Ambler, & Guedry, 1975),
the only clear result that can be discerned from these studies is that
there is no clear result. Frank and Casali (1986) reviewed additional
studies examining the relationship between perceptual style and simulator
sickness. They also concluded that little convincing evidence exists to
support the theory that field-independent individuals are more susceptible
than field dependent-individuals. As they pointed out, perhaps perceptual
style is unrelated to simulator sickness susceptibility!
Several points can be made about the perceptual style
literature. Frank and Casali (1986) noted that, in order for perceptual
style to be a meaningful predictor, the entire range of the perceptual
style continuum must be considered. Many studies, however, focus only
on the extremes of field independence and dependence. In addition, Ebenholtz
(1977) suggested that the visual system of field-dependent subjects may
be peripheral-dominant whereas the visual system of field-independent
subjects may be foveal-dominant. Since the periphery is more sensitive
to motion and since the perception of motion in the periphery may induce
vection, this would imply that field-dependent subjects would be more
likely to experience a conflict between visual and proprioceptive stimuli.
By this reasoning, field-dependent individuals should be more susceptible
to simulator sickness. Clearly, the relationship between perceptual style
and simulator sickness, if one exists, is not an obvious one.
Postural Stability
As was discussed earlier in this report, postural instability
- ataxia - is a well documented effect of simulator exposure. Postural
stability is often measured before and after simulator exposure to determine
decrements in stability due to exposure. Based on available literature,
it does not appear that postural stability has ever been used as a predictor
of simulator sickness. Recent research, however, suggests that there may
be a relationship between pre-simulator postural stability and post-simulator
sickness (Kolasinski, Jones, Kennedy, & Gilson, 1994).
Kolasinski et al. (1994) hypothesized that individuals
who are less posturally stable will be more likely to experience simulator
sickness or will experience more severe sickness; conversely, individuals
who are more posturally stable will be less likely to experience simulator
sickness or will experience less severe sickness. To investigate this
hypothesis, pre-simulator postural stability and post-simulator sickness
data from Navy helicopter pilots were analyzed. It was found that pre-simulator
postural stability was most strongly associated with the Nausea and Disorientation
subscale scores on the SSQ. Postural stability did not appear to be associated
with the Oculomotor subscale score. This result complements previous results
which have shown that poor post-simulator postural stability is related
to high Disorientation subscale scores (Jones, Kennedy, Lilienthal, &
Berbaum, 1993).
At the very least, the existence of a relationship between
pre-simulator postural stability and post-simulator sickness could shed
light on the mechanism controlling simulator sickness. Furthermore, it
would provide support for the use of postural tests as predictors of simulator
sickness susceptibility. It could, however, have specific implications
for liability issues concerned with public-use virtual reality systems.
Decreased postural stability for a given individual might be indicative
of illness, drugs, or alcohol. It is highly likely that individuals in
such states would be more likely to experience sickness, especially with
lower-quality commercial VR systems. Thus, some specified level of postural
stability could be used as a requirement before an individual would be
permitted to use those systems.
Factors Associated with the Simulator
Jones (1993) implied that the one sure way to eliminate
visually-induced motion sickness is to shut off the visual system. Distorted
graphics, visual lags, and off-axis viewing are just some of the many
aspects of the visual display which could be problematic (Kennedy et al.,
1988). Pausch et al. (1992) provided an in-depth review of the literature
concerning technical properties of the simulator - specifically, those
associated with the visual display - which may correlate with sickness.
They identified time lag, phosphor lag, refresh rate, and update rate
as potentially the most important aspects of a simulation system, yet
among the most difficult to measure. Other factors they discussed which
may influence sickness are contrast, resolution, color, field of view,
viewing region, binocular viewing, scene content, and flicker. These are
all discussed in detail below. In addition to these features of the visual
display, other features of the simulator, such as calibration, inter-pupillary
distance in head-mounted displays, motion platforms, and position-tracking
error may be associated with sickness and are also discussed.
Binocular Viewing
Humans can view a display in one of several ways depending
on both the human and the display. First, either one eye or both eyes
can be used. The former can be termed monocular viewing and the latter
binocular viewing. A binocular display, such as an HMD, can present identical
or different images to each eye. The former is referred to as a monoscopic
display and the latter, a stereoscopic display. Whereas a monoscopic display
can provide depth cues such as relative size and overlap, a stereoscopic
display permits depth perception based on binocular cues (stereopsis).
Although monocular cues are adequate for many tasks, it is widely believed
that depth perception is much enhanced when binocular depth cues can be
used (Levine & Shefner, 1991). Arditi (1986), however, noted that
stereopsis is not necessary for valid depth perception. This is fortunate,
perhaps, because, as Pausch et al. (1992) noted, it is difficult to build
a system which allows for true binocular vision since binocular depth
cues are difficult to simulate.
Recent ARI research compared performance between monoscopic
and stereoscopic displays (Ehrlich, Singer, & Cinq-Mars, S., in preparation).
Ehrlich et al. also measured simulator sickness with the SSQ. Based on
previous results, it was hypothesized that increased sickness would be
observed in users of the stereoscopic display. Indeed, it was found that
the mean score on the Nausea subscale was significantly higher with the
stereoscopic presentation than with the monoscopic presentation. This
result, however, did not hold true for the other SSQ sickness scores.
Calibration
McCauley and Sharkey (1992) discussed some reasons why
sickness will probably be more prevalent in virtual environments than
in military flight simulators. They pointed out that commercial VE systems
will probably not benefit from the regular calibration that military flight
simulators typically receive. Lack of calibration could result in increased
spatial and temporal distortions which could set the stage for sickness
due to distorted graphics.
Color
Color is detected by the foveal visual system, whereas
motion is largely detected by the peripheral system (Levine & Shefner,
1991). Thus, because of the role of motion detection in simulator sickness,
color is not likely to be a factor in simulator sickness. However, color
displays may have lower resolution (Pausch et al., 1992) and resolution
is discussed later in this section as a possible factor in sickness. Thus,
any role of color in simulator sickness is most likely to be indirect,
stemming from the possible trade-off between the use of color and display
resolution.
Contrast
Contrast may be defined as the ratio of the highest luminance
provided by the display to the lowest (Pausch et al., 1992). It is also
related to resolution and, for low luminance ranges, any adjustment of
either luminance, contrast, or resolution may require adjustment of the
other two in order to achieve a proper visual display (Pausch et al.).
At higher luminances, these tradeoffs are not as great unless contrast
and resolution are very poor. Luminance level, however, is related to
flicker. Flicker is believed to be associated with simulator sickness
and is discussed later in this section. Thus, any role of contrast in
simulator sickness is most likely to be through its indirect relationship
to flicker.
Field of View
Field-of-view is defined as the horizontal and vertical
angular dimensions of the display (Pausch et al., 1992). Simulators with
a wide field-of-view generally exhibit higher incidences of simulator
sickness than do those with a narrow field-of-view (Kennedy et al., 1989).
This is likely due to increased vection arising from increased stimulation
of the peripheral retina from a wide field-of-view display (Kennedy et
al., 1988). Vection plays an important role in simulator sickness and
is discussed in the next section. Anderson and Braunstein (1985), however,
induced vection using only a small portion of the central visual field
with stimuli which appeared to have depth. This led them to conclude that
the representation of motion and texture cues in the display may actually
be more critical than the display's field-of-view.
A wide field-of-view also increases the likelihood that
flicker will be perceived (Maxwell, 1992). This is because the peripheral
visual system is more sensitive to flicker than is the fovea (Boff &
Lincoln, 1988). Thus, if flicker is to be avoided, a wider field-of-view
necessitates a faster refresh rate (Maxwell).
Flicker
Flicker has been extensively studied. The interested
reader can find a review of primarily recent references on flicker perception
and simulator sickness in the annotated bibliography by Rinalducci and
MacArthur (1990).
The extensive literature concerning flicker reveals that
flicker is something to be avoided if at all possible since it is distracting,
induces eye fatigue, and appears to be associated with simulator sickness
(e.g., Harwood & Foley, 1987; Pausch et al., 1992; Rinalducci &
MacArthur). The perception of flicker differs among individuals and depends
on an individual's flicker fusion frequency threshold, as discussed in
the previous section.
Several aspects of the visual display affect the perception
of flicker. Of these aspects, those most applicable to the visual displays
of virtual reality systems are refresh rate, luminance level, and field-of-view
(e.g., Boff & Lincoln, 1988; Farrell, Casson, Haynie, & Benson,
1988; Maxwell, 1992). In order to suppress flicker, refresh rate must
increase as the luminance level increases (Farrell et al.). Refresh rate
must also increase as field-of-view increases, since a large field-of-view
increases the likelihood that flicker will be perceived (Maxwell). This
is due to the fact that the peripheral visual system is more sensitive
to flicker than is the fovea (Boff & Lincoln, 1988).
Thus, in selecting a visual display, several trade-offs
are necessary. In order to suppress flicker, refresh rate must increase
as both luminance level and field-of-view increase. However, displays
with faster refresh rates cost more. Thus, slower refresh rates may be
employed in an effort to keep costs down. Slower refresh rates, however,
promote flicker and require more persistent phosphors. But long-persistence
phosphors promote phosphor lag, which may lead to disturbing smeared images
(Pausch et al., 1992). Trade-offs can also be made with luminance specifications
and this is discussed in the next section.
Inter-Pupillary Distance
Typical LCDs in a head-mounted display are a fixed distance
apart. In light of this, Regan and Price (1993) hypothesized that if a
subject has an inter-pupillary distance which is markedly greater or smaller
than the system configuration, potential eyestrain, headaches, and associated
visual system problems may result. For a group of 53 subjects as a whole,
this hypothesis was not supported. However, when only subjects with an
inter-pupillary distance less than the system configuration (which was
the majority of the subjects) were considered, there was some suggestion
that the subjects who had the greater deviations from the system configuration
were those who experienced ocular problems. Considering only those individuals
does have some basis. Diverging one's eyes is likely to cause greater
ocular stress than would converging. Individuals with an inter-pupillary
distance less than the system configuration would have to diverge their
eyes to conform to the system. Thus, considering this reduced group may
be appropriate to identify visual system problems resulting from the fixed
inter-pupillary distance. Despite the somewhat muddy results, Regan and
Price concluded that the fixed inter-pupillary distance in HMDs may play
a role in ocular discomfort.
Motion Platform
Motion was added to early driving simulators in an attempt
to reduce cue conflict (Casali, 1986). Sickness, however, still occurred.
Kennedy, Allgood, et al. (1987) noted that this sickness may actually
be true motion sickness. With a motion platform, however, conflicts between
visual and motion cues are possible and these conflicts could lead to
sickness (Casali, 1986). In addition, Kennedy, Fowlkes, et al. (1993)
noted that motion bases may also aggravate the problem of ataxia, especially
during very long simulator exposures, due to adaptive changes in postural
control.
Despite the possibility that motion bases may cause motion
sickness and may result in increased ataxia, a motion base is still considered
by many to be a cure for conflict between the visual and vestibular systems.
Sharkey and McCauley (1992) addressed this issue and concluded that, despite
the intuitive appeal of this belief, a motion base is not an engineering
solution to the sickness issue. They conducted their research using the
NASA-Ames Research Center's Vertical Motion Simulator (VMS), the world's
largest motion-base simulator. In their study, pilots experienced motion
sickness in the motion-base condition equal to that experienced in the
fixed-base condition. In an analysis of their results, they noted three
important considerations related to this finding. First, a power analysis
convinced them that their measures were sensitive enough to detect meaningful
differences if such existed. Second, since it is unlikely that the motion-cuing
capabilities of future flight trainers will be significantly greater than
those of the VMS, if the VMS can not reduce cue conflict, future trainers
probably will not be able to either. Lastly, sickness in the motion-base
condition and sickness in the fixed-base condition may have had different
causes. In the fixed-base condition, sickness may have been due to the
lack of motion, whereas in the motion-base condition, it could have been
due to washout. In such a system, there are limits which define the simulator's
range of motion. Motion washout is an acceleration applied to the simulator
cab to keep it from approaching those system limits or to return it to
the center of its range of motion (Sharkey & McCauley). They noted
that this acceleration may produce false motion cues which may have interacted
with the simulated motion cues, thus producing sickness.
Sharkey and McCauley (1992) concluded that if the system
features of even the VMS are not enough to eliminate cue conflict, then
perhaps efforts should be spent on issues other than motion bases. McCauley
and Sharkey (1992) suggested that less expensive alternatives to motion-bases,
such as vibration seats, might provide sufficient "noise" to
the vestibular and proprioceptive senses to reduce the conflict with the
visually implied motion. However, simple random vibration alone was not
enough to alleviate sickness in driving simulators (Casali, 1986).
Phosphor Lag
Phosphor lag is defined as the continued glowing of the
phosphor on the CRT screen from one frame to the next (Pausch et al.,
1992). Excessive phosphor lag causes smearing of a moving image and, possibly,
visible after-images of previous frames. These distorted images may be
disturbing and may contribute to simulator sickness (Pausch et al.).
Position-Tracking Error
Biocca (1992) discussed the possible effect of position-tracking
error on sickness. The position-tracker in a VE system provides the computer
with information about the location of the user's head and, possibly,
limbs in space. This information is used by the system to construct a
graphical representation of the user inside the VE. If this information
is in error, tracked objects may appear to be places they are not. If
these tracked objects are part of the user's body, the user may be disturbed
by the discrepancy between where the graphical representations of the
objects appear in the visual display and where the user thinks they should
appear. The result may be a breakdown of the illusion of the simulation,
possibly resulting in sickness-related symptoms such as dizziness and
lack of concentration (Biocca).
Position-tracking errors, therefore, create a form of
cue conflict. Biocca identified three kinds of conflicts. The first conflict
occurs between a visually represented limb and the felt position of the
limb. Slight discrepancies are unlikely to disturb users, but conflicts
between visually represented and felt positions may vary depending on
the location of the user in the virtual space. This space, as calculated
by the current technology of position trackers, is often slightly distorted.
Thus, large, potentially disturbing, discrepancies are possible.
The second conflict occurs due to lags in updating body,
limb, or head position. This conflict occurs when users move their head
or limbs and their view of the VE drags noticeably behind. In such instances,
users may minimize movements such as rapid head turning and tilting in
order reduce the period between motion input and motion output.
Lastly, position-tracking errors may also cause jitter
or oscillations of represented body parts and users may find this unsettling.
A result by Hettinger, Berbaum, Kennedy, Dunlap, and Nolan (1990) indicated
that visual or physical oscillation in the range of 0.2-0.25 Hz may be
the most nauseogenic.
Refresh Rate
Refresh rate is defined as the frequency with which the
CRT's electron beam relights the phosphor pixels (Thorell & Smith,
1990). Slow refresh rates promote flicker and may lead to phosphor lag,
both of which may be associated with sickness (Pausch et al., 1992), as
discussed earlier in this report. Furthermore, refresh rate combines with
both field-of-view and luminance level in their effect on flicker (Pausch
et al., 1992). To avoid flicker, refresh rate must increase as both field-of-view
and luminance level increase (Farrell et al., 1988; Maxwell, 1992). At
high refresh rates, luminance can be any level, but displays with faster
refresh rates cost more. Thus, if faster refresh is not an option, dusk
conditions (i.e., lower luminance) may be simulated in a system with a
slower refresh rate in order to prevent flicker.
Resolution
Resolution is a measure of the level of detail provided
by the display and is related to both contrast and luminance level (Pausch
et al., 1992). As with contrast, any adjustment of one may require adjustment
of the other two in order to achieve a proper visual display, especially
at lower luminance ranges. At higher luminances, these tradeoffs are not
as great unless resolution and contrast are very poor. Luminance level,
however, is related to flicker, which is associated with sickness and
was discussed earlier in this section. Thus, resolution's role in simulator
sickness is most likely to be indirect, stemming from the relationship
to flicker.
Scene Content
Scene content is defined as the level of detail available
for a given scene (Pausch et. al, 1992). It affects update rate, which
is discussed later in this section for its role in simulator sickness.
Any association between scene content and sickness is probably indirect,
through the effect of scene content on update rate.
Time Lag (transport delay)
Time lag, also known as transport delay, can be associated
with the motion or visual system. It refers to the delay between information
input to and motion or visual output from the simulator (Pausch et al.,
1992). A driving simulator study by Frank, Casali, and Wierwille (1988)
concluded that visual lag is more disruptive to both a user's performance
and comfort than is motion lag. Large lag may lead to conflict among cues
from the different simulator systems (e.g., motion, visual, and instrument)
(Pausch et al.).
Uliano et al. (1986), however, found no effect of visual
lag on sickness even though long lags were somewhat disruptive to performance.
They caution against generalizing their results, however, on two grounds.
First, the pilots in their study performed only two tasks, which had been
selected because of their nauseogenic properties. Second, because the
system was fixed-base, there was no lag possible between visual and motion
cues. Nevertheless, Uliano et al. concluded that visual lag asynchrony
- within the limits studied in their research - is probably not a contributing
factor to simulator sickness.
Update Rate (frame rate)
Update rate, also referred to as frame rate, is defined
as the speed of the simulation: the rate at which subsequent frames of
the moving scene can be generated and rendered into the frame buffer for
display (Pausch et al., 1992). Unlike the hardware-determined refresh
rate, it can vary widely based on scene complexity and available computing
power for the simulation (Pausch et al.). A slow update rate could lead
to visual lag, which may be associated with sickness. Thus, any effect
of update rate on sickness is likely to be indirect and due to its effect
on other aspects of the simulation.
Viewing Region
Pausch et al. (1992) defined viewing region as the volume
in front of the display where an observer can be situated and still see
an undistorted, high-quality view of the simulated scene. The optimal
position for the observer is called the design eyepoint and is located
in the center of the viewing region. Moving away from the design eyepoint
increases image distortion. Outside the viewing region of infinity-focused
optics, the graphics disappear or become of unacceptable quality. Pausch
et al. stated that the effect of this small optimal viewing region is
that some simulator users may be far away from the design eyepoint even
though they are still inside the viewing region. Thus, simulator sickness
incidence and ataxia for these users may increase due to distorted visuals.
This may be one explanation for the different sickness incidence rates
observed among different crew members (Casali & Wierwille, 1986).
Some crew members, such as pilots, may be located at or closer to the
design eyepoint; whereas other crew members, such as co-pilots, although
still inside the viewing region, may be located away from the design eyepoint.
Factors Associated with the Simulated Task
Several features of the particular task being simulated
may be associated with sickness. These factors are likely to differ from
task to task and may include such things as altitude above the terrain,
degree of control, duration, global visual flow, head movements, luminance
level, method of movement, rate of linear or rotational acceleration,
self-movement speed, sitting vs. standing, type of application, unusual
maneuvers, and vection. These are all discussed below. Altitude above
the terrain
Kennedy, Berbaum, & Smith (1993) noted that altitude
has been found to be one of the strongest contributors to sickness. Altitude
is related to global visual flow (discussed later in this section). At
low altitudes, the visual flow cues indicating movement are greater than
those at high altitudes. To minimize sickness during flying tasks, McCauley
and Sharkey (1992) recommended that self-movement in a VE should be at
high altitudes above the terrain.
Degree of Control
Sickness incidence is often less for pilots and drivers
than for co-pilots and "passengers" (Casali, 1986). These observations
may be explained in part by results such as those of Casali and Wierwille
(1986), who noted that simulator sickness susceptibility among aircrews
can be a function of the member's degree of control in the simulator cockpit.
Pilots, as Pausch et al. (1992) pointed out, generally control more of
the motion and visuals than do other flight crew members. Similarly, Pausch
et al. reported that previous results have found that subjects who generated
input themselves were less susceptible to motion sickness. This is likely
because controlling allows one to anticipate future motion so that any
possible cue conflict can be reduced or eliminated.
Duration
It was stated earlier that intensity and duration of
ataxia increases with increased simulator exposure (Fowlkes et al., 1987).
McCauley and Sharkey (1992) also suggested that longer exposure times
to virtual environments will result in an increased incidence of sickness
and will require longer adaptation periods. Furthermore, as was discussed
earlier, there appears to be an effect of motion bases on ataxia during
very long simulator exposures (Kennedy, Fowlkes, et al., 1993). As was
noted earlier, this is likely due to disruptions in normal postural control.
Global Visual Flow
Global visual flow is defined as the rate at which objects
flow through the visual scene (McCauley & Sharkey, 1992). Maximum
global visual flow rate is the observer's velocity divided by the observer's
eyeheight above the terrain surface (Owen, 1990). It has a value of zero
for images at the horizon. Thus, global visual flow is directly related
to velocity and inversely related to altitude and visual range. As was
mentioned earlier, altitude has been found to be one of the strongest
contributors to sickness (Kennedy, Berbaum, et al., 1993). To reduce sickness
by minimizing global visual flow, McCauley and Sharkey recommended that
self-movement in a virtual environment should be at high altitudes above
the terrain and/or at low speeds.
Head Movements
Reason and Brand (1975) stated that a significant reduction
in motion sickness occurs when an individual adopts a supine position.
They attributed this to restricted motion of the head. Head motions are
known to be associated with motion sickness through the mechanisms of
Coriolis and pseudo-Coriolis stimulation. Coriolis stimulation occurs
when the head is tilted out of the axis of rotation during actual body
rotation (Dichgans & Brandt, 1973; Guedry & Montague, 1961). Pseudo-Coriolis
stimulation occurs when the head is tilted as perceived self-rotation
is induced from visual stimuli (Dichgans & Brandt, 1973).
During her study of the frequency of occurrence and severity
of sickness in virtual environments, Regan (1993) noted that some subjects
moved more slowly and cautiously through the VE and made fewer head movements
than others. To investigate this matter further, another study was conducted
in which two groups of subjects were compared (Regan, 1993). One group
underwent actions in the VE which were designed to maximize head movements
and speed of interaction with the system. These subjects were compared
to subjects in an earlier study who controlled their own head movements
and speed of interaction. VE exposure for the first group lasted 10 minutes
and, for the control group, only the first 10 minutes of their VE exposures
were analyzed. In the experimental condition, 50% of the subjects reported
ratings greater than 1 whereas, in the control group, only 36% of the
subjects reported ratings greater than 1 (Regan's rating scale is discussed
earlier in this report). Since mean ratings for the two groups did not
differ significantly, Regan concluded that some factor other than head
movement and speed must have been responsible for the level of side-effects
reported.
Luminance Level
Luminance is defined as the intensity or brightness of
the light coming from the display and is related to both contrast and
resolution (Pausch et al., 1992). Thus, any adjustment of one may require
adjustment of the other two in order to achieve a proper visual display,
especially at lower luminance levels (Pausch et al.). At higher luminances,
these tradeoffs are not as great unless contrast and resolution are very
poor.
Luminance level is related to flicker which, as explained
in the previous section, is believed to be associated with simulator sickness.
To avoid flicker, refresh rate must increase as luminance level increases
(Farrell et al., 1988) and, with high refresh rates, luminance can be
any level. However, faster refresh rates are associated with higher display
costs. Thus, dusk conditions (i.e., lower luminance) may be simulated
in systems with slower refresh rates in order to prevent flicker (Pausch
et al., 1992).
Method of Movement
Regan (1993) suggested that the method used to move through
the virtual environment may be associated with sickness incidence. An
unnatural form of movement - such as her 3D mouse - might create a cue
conflict situation between inputs to the visual, vestibular, and proprioceptive
systems. She suggested that the movement of a subject in a VE could be
coupled to movement on a treadmill. This might provide relatively normal
vestibular motion cues and lessen sickness. An upcoming ARI experiment
will investigate the use of a treadmill as a device for traversing virtual
terrain.
Rate of Linear or Rotational Acceleration
McCauley and Sharkey (1992) pointed out that the flight
task must be considered when assessing the adequacy of the motion provided
by a motion base. Simulation of aggressive maneuvers suffers from the
physical limits of the simulator to represent the acceleration cues of
the maneuver. The visual display system, however, is not as limited. Although
data relating the maneuvering intensity and sickness are not completely
consistent and no clear conclusions can be drawn, McCauley and Sharkey
suggested that increased maneuvering aggressiveness may result in increased
incidence of sickness. Thus, they recommended that tasks requiring high
rates of linear or rotational acceleration should be avoided or kept brief
until full adaptation to the virtual environment has been achieved.
Self-Movement Speed
Global visual flow is a function of velocity through
the virtual environment. Extremely slow speeds provide no indication of
movement, whereas extremely high speeds result in blur. McCauley and Sharkey
(1992) recommended that self-movement in a virtual environment should
be at low speeds to reduce the effect of global visual flow on sickness.
Although either extreme reduces vection, the feeling of presence in the
VE may also be reduced. Thus, a breakdown in the user's acceptance of
being "in" the virtual environment may occur.
Sitting vs. Standing
As was noted earlier in this section, Reason and Brand
(1975) stated that a significant reduction in motion sickness occurs when
an individual adopts a supine position, possibly because of the restricted
motion of the head. In most experiments with virtual environments, however,
subjects are likely to be either standing or sitting. Based on their theory
of motion sickness, Riccio and Stoffregen (1991) would predict that less
sickness would occur for seated subjects because of reduced demands on
postural control.
Regan (1993) investigated this issue and compared subjects
who sat while using a VE system to subjects who stood. A total of 44 subjects
were exposed to a virtual environment for 10 minutes. Of the 20 seated
subjects, 55% reported ratings greater than 1 during the session whereas,
of the 24 standing subjects, 46% reported ratings greater than 1 (Regan's
rating scale is discussed earlier in this report). Although comparison
of the mean ratings of the subjects yielded non-significant results, it
was noted that the higher ratings of moderate and severe nausea were reported
only in the sitting group.
Type of Application
McCauley and Sharkey (1992) have classified VE applications
as "near" and "far". "Near" applications
are those which involve proximate objects, stationary self, and the absence
of vection (discussed later in this section). Because such applications
do not involve whole-body rotations or linear accelerations, vestibular
function is primarily limited to head movements. "Far" applications
are those which involve distant objects, self-motion through the environment,
and vection. It is in these applications that the vestibular input does
not correspond to the visual display. Thus, McCauley and Sharkey have
predicted that sickness will occur primarily in "far" applications.
Unusual Maneuvers
In addition to tasks with high rates of linear or rotational
acceleration, extraordinary or unusual situations should also be avoided
as some have been found to be unsettling (McCauley & Sharkey, 1992).
Two possibly nauseogenic maneuvers identified by McCauley and Sharkey
are abruptly freezing the simulation and "flying" backwards.
Frank & Casali (1986) also recommended that situational reset be avoided:
the scene should not be rapidly reset forward or backward in time. They
also advised that the scene be blanked for simulator entrance and exit
in order to avoid possibly disorienting effects. These recommendations
have direct applications for HMDs: either the visual display should be
turned off or the subject should be asked to close her or his eyes when
such procedures are necessary.
Vection
One phenomenon closely involved with simulator sickness
is that of illusory self-motion, known as vection. Kennedy et al. (1988)
stated that visual representations of motion have been shown to affect
the vestibular system. Thus, they conclude that the motion patterns represented
in the visual displays of simulators may exert strong influences on the
vestibular system.
Kennedy, Berbaum, et al. (1993) stated that the impression
of vection produced in a simulator determines both the realism of the
simulator experience and how much the simulator promotes sickness. They
suggested that the most basic level of realism is determined by the strength
of vection induced by a stimulus. For a stimulus which produces a strong
sense of vection, correspondence between the simulated and real-world
stimuli determines whether or not the stimulus leads to sickness.
Displays which produce strong vestibular effects are
likely to produce the most simulator sickness (Kennedy, et al., 1988).
Thus, Hettinger et al. (1990) hypothesized that vection must be experienced
before sickness can occur in fixed-base simulators. While viewing each
of three 15-minute motion displays, subjects rated the strength of experienced
feelings of vection using a potentiometer. In addition, before the first
display and after each of the three displays, the subjects completed a
questionnaire which addressed symptoms of simulator sickness. Of the 15
subjects, 10 were classified as sick, based on their questionnaire score.
As for vection, subjects tended to report either a great deal of vection
or none at all. In relating vection to sickness, it was found that of
the 5 subjects who reported no vection, only 1 became sick; of the remaining
10 subjects who had experienced vection, 8 became sick. Based on their
results, Hettinger et al. concluded that visual displays that produce
vection are more likely to produce simulator sickness. It is also likely
that individuals who are prone to experience vection may be prone to experience
sickness.
It was mentioned earlier in this report that a wider
field-of-view produces more vection and, thus, is believed to increase
the incidence and severity of sickness (Kennedy et al., 1989). Anderson
and Braunstein (1985), however, induced vection using only a small portion
of the central visual field and 30% of their |