TY - JOUR
T1 - Investigating the influence of neck muscle vibration on illusory self-motion in virtual reality
AU - Kooijman, Lars
AU - Asadi, Houshyar
AU - Gonzalez Arango, Camilo
AU - Mohamed, Shady
AU - Nahavandi, Saeid
N1 - Funding Information:
This research was supported by the Australian Research Council (ARC) (Project ID: DE210101623) and the Institute for Intelligent Systems Research and Innovation. The authors would like to thank Dr. Navid Mohajer for his advice on several sensors and actuators. The authors would like to acknowledge that this research was conducted on the land of the Wadawurrung people of the Kulin Nation, the traditional owners of the lands, and we would like to pay respect to their elders past, present, and emerging.
Funding Information:
Open Access funding enabled and organized by CAUL and its Member Institutions. Lars Kooijman and Camilo Gonzalez Arango both received support from Deakin University Postgraduate Research Scholarship (DURPS), the Australian Research Council (ARC) (Project ID: DE210101623) as well as from the Institute for Intelligent Systems Research and Innovation (IISRI). Houshyar Asadi received support from the Australian Research Council (ARC) (Project ID: DE210101623) as well as from the Institute for Intelligent Systems Research and Innovation (IISRI).
Publisher Copyright:
© The Author(s) 2024.
PY - 2024/6
Y1 - 2024/6
N2 - The illusory experience of self-motion known as vection, is a multisensory phenomenon relevant to self-motion processes. While some studies have shown that neck muscle vibrations can improve self-motion parameter estimation, the influence on vection remains unknown. Further, few studies measured cybersickness (CS), presence, and vection concurrently and have shown conflicting results. It was hypothesized that 1) neck vibrations would enhance vection and presence, and 2) CS to negatively relate to presence and vection, whereas presence and vection to positively relate to one another. Thirty-two participants were visually and audibly immersed in a virtual reality flight simulator and occasional neck muscle vibrations were presented. Vection onset and duration were reported through button presses. Turning angle estimations and ratings of vection quality, presence, and CS were obtained after completion of the flights. Results showed no influence of vibrations on turning angle estimation errors, but a medium positive effect of vibrations on vection quality was found. Presence and vection quality were positively related, and no strong association between CS and presence or vection was found. It is concluded that neck vibrations may enhance vection and presence, however, from the current study it is unclear whether this is due to proprioceptive or tactile stimulation.
AB - The illusory experience of self-motion known as vection, is a multisensory phenomenon relevant to self-motion processes. While some studies have shown that neck muscle vibrations can improve self-motion parameter estimation, the influence on vection remains unknown. Further, few studies measured cybersickness (CS), presence, and vection concurrently and have shown conflicting results. It was hypothesized that 1) neck vibrations would enhance vection and presence, and 2) CS to negatively relate to presence and vection, whereas presence and vection to positively relate to one another. Thirty-two participants were visually and audibly immersed in a virtual reality flight simulator and occasional neck muscle vibrations were presented. Vection onset and duration were reported through button presses. Turning angle estimations and ratings of vection quality, presence, and CS were obtained after completion of the flights. Results showed no influence of vibrations on turning angle estimation errors, but a medium positive effect of vibrations on vection quality was found. Presence and vection quality were positively related, and no strong association between CS and presence or vection was found. It is concluded that neck vibrations may enhance vection and presence, however, from the current study it is unclear whether this is due to proprioceptive or tactile stimulation.
KW - Cybersickness
KW - Flight simulator
KW - Multisensory integration
KW - Vection intensity
UR - http://www.scopus.com/inward/record.url?scp=85187805685&partnerID=8YFLogxK
U2 - 10.1007/s10055-024-00951-y
DO - 10.1007/s10055-024-00951-y
M3 - Article
AN - SCOPUS:85187805685
SN - 1359-4338
VL - 28
JO - Virtual Reality
JF - Virtual Reality
IS - 2
M1 - 76
ER -