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Cybermalaise
▪ Inadéquation entre les signaux
transmis par les yeux, le système
vestibulaire et le propriocepteurs
non-vestibulaires du cerveau.
▪ La nausée, des maux de tête,
ou simplement par un sentiment
d’inconfort général.
Motion Sickness Susceptibility Questionnaire (MSSQ)
REVIEW
published: 04 February 2019
doi: 10.3389/fpsyg.2019.00158
Edited by:
Maria V. Sanchez-Vives,
August Pi i Sunyer Biomedical
Research Institute (IDIBAPS), Spain
Reviewed by:
Mariano Alcañiz,
Universitat Politècnica de València,
Spain
Bruno Herbelin,
École Polytechnique Fédérale
de Lausanne, Switzerland
Massimo Bergamasco,
Sant’Anna School of Advanced
Studies, Italy
*Correspondence:
Séamas Weech
sweech@uwaterloo.ca
Specialty section:
This article was submitted to
Human-Media Interaction,
a section of the journal
Frontiers in Psychology
Received: 24 July 2018
Accepted: 16 January 2019
Published: 04 February 2019
Citation:
Weech S, Kenny S and
Barnett-Cowan M (2019) Presence
and Cybersickness in Virtual Reality
Are Negatively Related: A Review.
Front. Psychol. 10:158.
doi: 10.3389/fpsyg.2019.00158
Presence and Cybersickness in
Virtual Reality Are Negatively
Related: A Review
Séamas Weech1,2
*, Sophie Kenny2 and Michael Barnett-Cowan1,2
1
Department of Kinesiology, University of Waterloo, Waterloo, ON, Canada, 2
The Games Institute, University of Waterloo,
Waterloo, ON, Canada
In order to take advantage of the potential offered by the medium of virtual reality
(VR), it will be essential to develop an understanding of how to maximize the desirable
experience of “presence” in a virtual space (“being there”), and how to minimize
the undesirable feeling of “cybersickness” (a constellation of discomfort symptoms
experienced in VR). Although there have been frequent reports of a possible link
between the observer’s sense of presence and the experience of bodily discomfort
in VR, the amount of literature that discusses the nature of the relationship is limited.
Recent research has underlined the possibility that these variables have shared causes,
and that both factors may be manipulated with a single approach. This review paper
summarizes the concepts of presence and cybersickness and highlights the strengths
and gaps in our understanding about their relationship. We review studies that have
measured the association between presence and cybersickness, and conclude that
the balance of evidence favors a negative relationship between the two factors which
is driven principally by sensory integration processes. We also discuss how system
immersiveness might play a role in modulating both presence and cybersickness.
However, we identify a serious absence of high-powered studies that aim to reveal the
nature of this relationship. Based on this evidence we propose recommendations for
future studies investigating presence, cybersickness, and other related factors.
Keywords: presence, cybersickness, virtual reality, sensory integration, human factors
INTRODUCTION
Around 30 years ago, the process of simulating a user’s sensory environment gained the popular
term “virtual reality”1
(Krueger, 1992). Although the concept of virtual reality (VR) has morphed
significantly since the initial conception, the promise inherent in simulating “the real world” has
continually inspired and challenged scientists and artists (Jones, 2000). Fifty years ago, when the
first attempts to implement a VR display were taking place, a large number of technical issues
required a solution in order to achieve even a rudimentary mediated environment. While working
at Harvard Computation Laboratory, Ivan Sutherland’s team was able to solve many of these issues
(Sutherland, 1968). Their stereoscopic display, including a refresh rate of 30 frames per second, a
1Although non-immersive desktop systems are sometimes referred to as “virtual reality,” we use the term here to signify
immersive or semi-immersive systems such as head-mounted displays or projection systems.
Frontiers in Psychology | www.frontiersin.org 1 February 2019 | Volume 10 | Article 158
«We review studies that have measured
the association between presence and
cybersickness, and conclude that the
balance of evidence favors a negative
relationship between the two factors
which is driven principally by sensory
integration processes. »
Weech et al, 2019
The compeling sense
of « being there »
Niveau de
présence ?
Niveau de
présence ?
Objectif de recherche
Le but de cette étude est d’explorer dans
quelle mesure un siège vibro-cinétique (VC)
parfaitement synchronisé avec les médias
peut :
1) créer une expérience de réalité virtuelle
plus immersive qu’avec un siège
classique.
2) augmenter l’expérience émotionnellement
et physiologiquement, tout en aidant
à réduire les effets secondaires négatifs
tels que le cybermalaise.
Méthodologie
45 PARTICIPANTS
23 hommes et 22 femmes avec
une moyenne d’âge de 24 ans
(4,9 écarts types).
2 CONDITIONS
23 participants (12 femmes)
ont été affectés à la condition VC
et 22 (10 femmes) à la condition
sans VC.
CASQUE OCULUS RIFT CV1
Dans les deux cas, nous avons
utilisé un casque Oculus Rift Cv1
(Menlo Park, Californie).
Procédure
▪ Un stimulus de RV de 10 minutes
dans lequel ils font l’expérience
d’un véhicule passif en mouve-
ment avec un casque de réalité
virtuelle
▪ Les stimuli présentés aux partici-
pants ont été composés avec:
1) deux tours en tant que copilote
dans une voiture de course,
2) un tour de montagnes russes,
3) une descente en luge en dessin
animé.
Stimulus1Stimulus3Stimulus2
0 50 100 150 200 250 300 350 400 450 500
Time2
0.00
0.05
0.10
0.15
HF
Exemple du ratio HF pour un participant
Mesures ACTIVITÉ CARDIOVASCULAIRE ET RATIO HF
nt
-50 0 50 100 150 200 250 300 350 400 450 500 550 600 650 700 750 800 850 900 950 1000 1050 1100
Time (sec.)
0
2
4
6
8
10
12
14
16
EDA
Exemple de la réaction électrodermale d’un participant
Mesures
ACTIVITÉ ÉLETRODERMALE
Mesures DÉTECTION AUTOMATIQUE
DES MOUVEMENTS DE LA TÊTE
Exemple du mouvement de la tête en Z d’un participant
Résultats LES CONDITIONS VIBRO-CINÉTIQUES MÈNENT
À UNE PLUS GRANDE RÉACTION ÉMOTIONNELLE
Taux d’augmentation

de la réponse électrodermale
Résultats LA CONDITION VITRO-CINÉTIQUE MÈNE
À UNE AUTORÉGULATION MOINS CONSCIENTE
Non-VK VK
0
10
20
30
40
50
60
70
80
90
100
110
120
130
140
HFRatio(%)
Ratio HF dans la dernière minute
0 5 10 15 20 25 30 35 40 45 50 55 60
0
2
4
6
8
HeadMovementinZ-Axis(degreeofangle)
Mouvement de la tête dans l’axe des Z
Résultats SENTIMENT DE PRÉSENCE ACCRUE
DANS LA RÉALITÉ VIRTUELLE
Conclusion
INDUIRE UNE EXPÉRIENCE RV PLUS
IMMERSIVE POUR LES UTILISATEURS
▪ Grâce à la VC parfaitement synchro-
nisée avec la RV, la scène améliore les
émotions que l’utilisateur a éprouvées,
augmentant son immersion dans l’en-
vironnement virtuel et diminuant les
maux de tête ou tout simplement le
sentiment de malaise général.
Merci!

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Comment réduire le cybermalaise de la réalité virtuelle ?

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  • 11. Cybermalaise ▪ Inadéquation entre les signaux transmis par les yeux, le système vestibulaire et le propriocepteurs non-vestibulaires du cerveau. ▪ La nausée, des maux de tête, ou simplement par un sentiment d’inconfort général.
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  • 17. Motion Sickness Susceptibility Questionnaire (MSSQ)
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  • 19. REVIEW published: 04 February 2019 doi: 10.3389/fpsyg.2019.00158 Edited by: Maria V. Sanchez-Vives, August Pi i Sunyer Biomedical Research Institute (IDIBAPS), Spain Reviewed by: Mariano Alcañiz, Universitat Politècnica de València, Spain Bruno Herbelin, École Polytechnique Fédérale de Lausanne, Switzerland Massimo Bergamasco, Sant’Anna School of Advanced Studies, Italy *Correspondence: Séamas Weech sweech@uwaterloo.ca Specialty section: This article was submitted to Human-Media Interaction, a section of the journal Frontiers in Psychology Received: 24 July 2018 Accepted: 16 January 2019 Published: 04 February 2019 Citation: Weech S, Kenny S and Barnett-Cowan M (2019) Presence and Cybersickness in Virtual Reality Are Negatively Related: A Review. Front. Psychol. 10:158. doi: 10.3389/fpsyg.2019.00158 Presence and Cybersickness in Virtual Reality Are Negatively Related: A Review Séamas Weech1,2 *, Sophie Kenny2 and Michael Barnett-Cowan1,2 1 Department of Kinesiology, University of Waterloo, Waterloo, ON, Canada, 2 The Games Institute, University of Waterloo, Waterloo, ON, Canada In order to take advantage of the potential offered by the medium of virtual reality (VR), it will be essential to develop an understanding of how to maximize the desirable experience of “presence” in a virtual space (“being there”), and how to minimize the undesirable feeling of “cybersickness” (a constellation of discomfort symptoms experienced in VR). Although there have been frequent reports of a possible link between the observer’s sense of presence and the experience of bodily discomfort in VR, the amount of literature that discusses the nature of the relationship is limited. Recent research has underlined the possibility that these variables have shared causes, and that both factors may be manipulated with a single approach. This review paper summarizes the concepts of presence and cybersickness and highlights the strengths and gaps in our understanding about their relationship. We review studies that have measured the association between presence and cybersickness, and conclude that the balance of evidence favors a negative relationship between the two factors which is driven principally by sensory integration processes. We also discuss how system immersiveness might play a role in modulating both presence and cybersickness. However, we identify a serious absence of high-powered studies that aim to reveal the nature of this relationship. Based on this evidence we propose recommendations for future studies investigating presence, cybersickness, and other related factors. Keywords: presence, cybersickness, virtual reality, sensory integration, human factors INTRODUCTION Around 30 years ago, the process of simulating a user’s sensory environment gained the popular term “virtual reality”1 (Krueger, 1992). Although the concept of virtual reality (VR) has morphed significantly since the initial conception, the promise inherent in simulating “the real world” has continually inspired and challenged scientists and artists (Jones, 2000). Fifty years ago, when the first attempts to implement a VR display were taking place, a large number of technical issues required a solution in order to achieve even a rudimentary mediated environment. While working at Harvard Computation Laboratory, Ivan Sutherland’s team was able to solve many of these issues (Sutherland, 1968). Their stereoscopic display, including a refresh rate of 30 frames per second, a 1Although non-immersive desktop systems are sometimes referred to as “virtual reality,” we use the term here to signify immersive or semi-immersive systems such as head-mounted displays or projection systems. Frontiers in Psychology | www.frontiersin.org 1 February 2019 | Volume 10 | Article 158 «We review studies that have measured the association between presence and cybersickness, and conclude that the balance of evidence favors a negative relationship between the two factors which is driven principally by sensory integration processes. » Weech et al, 2019
  • 20. The compeling sense of « being there »
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  • 28. Objectif de recherche Le but de cette étude est d’explorer dans quelle mesure un siège vibro-cinétique (VC) parfaitement synchronisé avec les médias peut : 1) créer une expérience de réalité virtuelle plus immersive qu’avec un siège classique. 2) augmenter l’expérience émotionnellement et physiologiquement, tout en aidant à réduire les effets secondaires négatifs tels que le cybermalaise.
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  • 30. Méthodologie 45 PARTICIPANTS 23 hommes et 22 femmes avec une moyenne d’âge de 24 ans (4,9 écarts types). 2 CONDITIONS 23 participants (12 femmes) ont été affectés à la condition VC et 22 (10 femmes) à la condition sans VC. CASQUE OCULUS RIFT CV1 Dans les deux cas, nous avons utilisé un casque Oculus Rift Cv1 (Menlo Park, Californie).
  • 31. Procédure ▪ Un stimulus de RV de 10 minutes dans lequel ils font l’expérience d’un véhicule passif en mouve- ment avec un casque de réalité virtuelle ▪ Les stimuli présentés aux partici- pants ont été composés avec: 1) deux tours en tant que copilote dans une voiture de course, 2) un tour de montagnes russes, 3) une descente en luge en dessin animé. Stimulus1Stimulus3Stimulus2
  • 32. 0 50 100 150 200 250 300 350 400 450 500 Time2 0.00 0.05 0.10 0.15 HF Exemple du ratio HF pour un participant Mesures ACTIVITÉ CARDIOVASCULAIRE ET RATIO HF
  • 33. nt -50 0 50 100 150 200 250 300 350 400 450 500 550 600 650 700 750 800 850 900 950 1000 1050 1100 Time (sec.) 0 2 4 6 8 10 12 14 16 EDA Exemple de la réaction électrodermale d’un participant Mesures ACTIVITÉ ÉLETRODERMALE
  • 34. Mesures DÉTECTION AUTOMATIQUE DES MOUVEMENTS DE LA TÊTE Exemple du mouvement de la tête en Z d’un participant
  • 35. Résultats LES CONDITIONS VIBRO-CINÉTIQUES MÈNENT À UNE PLUS GRANDE RÉACTION ÉMOTIONNELLE Taux d’augmentation
 de la réponse électrodermale
  • 36. Résultats LA CONDITION VITRO-CINÉTIQUE MÈNE À UNE AUTORÉGULATION MOINS CONSCIENTE Non-VK VK 0 10 20 30 40 50 60 70 80 90 100 110 120 130 140 HFRatio(%) Ratio HF dans la dernière minute
  • 37. 0 5 10 15 20 25 30 35 40 45 50 55 60 0 2 4 6 8 HeadMovementinZ-Axis(degreeofangle) Mouvement de la tête dans l’axe des Z Résultats SENTIMENT DE PRÉSENCE ACCRUE DANS LA RÉALITÉ VIRTUELLE
  • 38. Conclusion INDUIRE UNE EXPÉRIENCE RV PLUS IMMERSIVE POUR LES UTILISATEURS ▪ Grâce à la VC parfaitement synchro- nisée avec la RV, la scène améliore les émotions que l’utilisateur a éprouvées, augmentant son immersion dans l’en- vironnement virtuel et diminuant les maux de tête ou tout simplement le sentiment de malaise général.
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