注意力驱动增强现实中的晕动症
Attention Drives Cybersickness in Augmented Reality.
文献信息
| PMID | 42955788 |
|---|---|
| 原文 | 在 PubMed 查看原文 ↗ |
| 发表日期 | 2026 |
| 作者 | Henry Kam |
| 作者单位 | — |
| 期刊 | IEEE transactions on visualization and computer graphics |
| SCI 分区 | Q1 |
| IF | 6.8 |
| 研究类型 | 临床研究 · 临床 |
| 所属专科 | 耳科 |
中文摘要
晕动症是一种由视觉运动引发的负面症状现象,仍是长时间使用沉浸式显示器的一个障碍。虽然虚拟现实(VR)中的晕动症已被广泛研究,但其机制和缓解方法在光学透视增强现实(AR)中仍研究不足。与VR不同,AR在叠加虚拟内容的同时保留了对物理世界的直接视野。这种稳定的视觉背景从根本上改变了导致晕动症的视觉-前庭冲突。在本文中,我们研究了光学透视AR中晕动症的原因,并检验为VR开发的缓解技术是否能迁移到这种环境。具体而言,我们分析了在视觉-前庭冲突下,对虚拟内容和物理内容的注意力如何影响晕动症,以及当用户确实关注虚拟层时,减小虚拟视野(FOV)是否能降低不适感。我们的结果表明,尽管存在作为参照的物理环境,当用户关注动态虚拟内容时,光学透视AR仍可诱发严重的晕动症。相比之下,当注意力分配到物理环境时,不适感水平会减弱。我们进一步发现,通过减小FOV来减少全局运动线索并不能可靠地缓解AR晕动症,这表明既有的VR晕动症缓解策略可能无法直接迁移到AR。总之,这些发现表明AR晕动症是一种注意力依赖现象,对AR界面设计具有重要意义。
英文摘要
Cybersickness, a phenomenon of negative symptoms arising from visual motion, remains an obstacle to prolonged use of immersive displays. While cybersickness in virtual reality (VR) has been extensively studied, its mechanisms and mitigation remain underexplored in optical see-through augmented reality (AR). Unlike VR, AR preserves a direct view of the physical world while overlaying virtual content. This stable visual context fundamentally alters the visual-vestibular conflicts that contribute to cybersickness. In this paper, we investigate the causes of cybersickness in optical see-through AR and examine whether mitigation techniques developed for VR transfer to this setting. Specifically, we analyze how attention to virtual and physical content influences cybersickness under visual-vestibular conflict and whether reducing the virtual field of view (FOV) lowers sickness when users do attend to the virtual layer. Our results show that optical see-through AR can induce severe cybersickness when users attend to dynamic virtual content despite the presence of a grounding physical environment. In contrast, sickness levels are attenuated when attention is allocated towards the physical environment. We further find that reducing the global motion cues by a reduced FOV does not reliably mitigate AR cybersickness, suggesting that established cybersickness mitigation strategies from VR may not directly transfer to AR. Together, these findings demonstrate that AR cybersickness is an attention-dependent phenomenon with significant implications for AR interface design.