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The effect of water immersion on vection in virtual reality

Research about vection (illusory self-motion) has investigated a wide range of sensory cues and employed various methods and equipment, including use of virtual reality (VR). However, there is currently no research in the field of vection on the impact of floating in water while experiencing VR. Aqu...

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Autores principales: Fauville, Géraldine, Queiroz, Anna C. M., Woolsey, Erika S., Kelly, Jonathan W., Bailenson, Jeremy N.
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Nature Publishing Group UK 2021
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7806968/
https://www.ncbi.nlm.nih.gov/pubmed/33441803
http://dx.doi.org/10.1038/s41598-020-80100-y
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author Fauville, Géraldine
Queiroz, Anna C. M.
Woolsey, Erika S.
Kelly, Jonathan W.
Bailenson, Jeremy N.
author_facet Fauville, Géraldine
Queiroz, Anna C. M.
Woolsey, Erika S.
Kelly, Jonathan W.
Bailenson, Jeremy N.
author_sort Fauville, Géraldine
collection PubMed
description Research about vection (illusory self-motion) has investigated a wide range of sensory cues and employed various methods and equipment, including use of virtual reality (VR). However, there is currently no research in the field of vection on the impact of floating in water while experiencing VR. Aquatic immersion presents a new and interesting method to potentially enhance vection by reducing conflicting sensory information that is usually experienced when standing or sitting on a stable surface. This study compares vection, visually induced motion sickness, and presence among participants experiencing VR while standing on the ground or floating in water. Results show that vection was significantly enhanced for the participants in the Water condition, whose judgments of self-displacement were larger than those of participants in the Ground condition. No differences in visually induced motion sickness or presence were found between conditions. We discuss the implication of this new type of VR experience for the fields of VR and vection while also discussing future research questions that emerge from our findings.
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spelling pubmed-78069682021-01-14 The effect of water immersion on vection in virtual reality Fauville, Géraldine Queiroz, Anna C. M. Woolsey, Erika S. Kelly, Jonathan W. Bailenson, Jeremy N. Sci Rep Article Research about vection (illusory self-motion) has investigated a wide range of sensory cues and employed various methods and equipment, including use of virtual reality (VR). However, there is currently no research in the field of vection on the impact of floating in water while experiencing VR. Aquatic immersion presents a new and interesting method to potentially enhance vection by reducing conflicting sensory information that is usually experienced when standing or sitting on a stable surface. This study compares vection, visually induced motion sickness, and presence among participants experiencing VR while standing on the ground or floating in water. Results show that vection was significantly enhanced for the participants in the Water condition, whose judgments of self-displacement were larger than those of participants in the Ground condition. No differences in visually induced motion sickness or presence were found between conditions. We discuss the implication of this new type of VR experience for the fields of VR and vection while also discussing future research questions that emerge from our findings. Nature Publishing Group UK 2021-01-13 /pmc/articles/PMC7806968/ /pubmed/33441803 http://dx.doi.org/10.1038/s41598-020-80100-y Text en © The Author(s) 2021 Open Access This article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article's Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article's Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/.
spellingShingle Article
Fauville, Géraldine
Queiroz, Anna C. M.
Woolsey, Erika S.
Kelly, Jonathan W.
Bailenson, Jeremy N.
The effect of water immersion on vection in virtual reality
title The effect of water immersion on vection in virtual reality
title_full The effect of water immersion on vection in virtual reality
title_fullStr The effect of water immersion on vection in virtual reality
title_full_unstemmed The effect of water immersion on vection in virtual reality
title_short The effect of water immersion on vection in virtual reality
title_sort effect of water immersion on vection in virtual reality
topic Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7806968/
https://www.ncbi.nlm.nih.gov/pubmed/33441803
http://dx.doi.org/10.1038/s41598-020-80100-y
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