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2023

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These authors contributed equally to this work.

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These authors contributed equally to this work.

1]\orgdivComputer Science and Engineering, \orgnameKorea University, \orgaddress\street145, Anam-ro, Seongbuk-gu, \citySeoul, \postcode02841, \stateSeoul, \countrySouth Korea

2]\orgdivCenter for Artificial Intelligence, \orgnameKorea Institute of Science and Technology, \orgaddress\street5, Hwarang-ro 14-gil, Seongbuk-gu, \citySeoul, \postcode02792, \stateSeoul, \countrySouth Korea

BalanceVR: Balance Training to Increase Tolerance to Cybersickness in Immersive Virtual Reality

\fnmSeonghoon \surKang [email protected]    \fnmYechan \surYang [email protected]    \fnmGerard Jounhyun \surKim [email protected]    \fnmHanseob \surKim [email protected] [ [
Abstract

Cybersickness is a serious usability problem in virtual reality. Postural (or balance) instability theory has emerged as one of the primary hypotheses for the cause of VR sickness. In this paper, we conducted a two-week-long experiment to observe the trends in user balance learning and sickness tolerance under different experimental conditions to analyze the potential inter-relationship between them. The experimental results have shown, aside from the obvious improvement in balance performance itself, that accompanying balance training had a stronger effect of increasing tolerance to cybersickness than mere exposure to VR. In addition, training in VR was found to be more effective than using the 2D-based non-immersive medium, especially for the transfer effect to other non-training VR content.

keywords:
Virtual Reality, Cybersickness, Posture Instability, Balance Training

1 Introduction

The immersive and spatial nature of 3D virtual reality (VR) are important qualities in lending itself as an attractive means for various types of training - including physical exercises Lee2018TheEO ; Neumann . A typical method of physical training would be e.g., understanding and remembering to follow various exercise instructions illustrated on paper, or watching the trainer’s motion in the third person viewpoint and mimicking it. VR may be particularly suited for teaching physical exercises as it can provide the first person viewpoint and convey the spatial/proprioceptive sense of the required movements, e.g., as if enacted by one’s own body parts Yang ; 10.1145/3198910.3198917 . Consequently, many VR-based physical training systems have indeed been developed and shown their effectiveness Ahir .

On the other hand, postural instability has been proposed and emerged (although not universally accepted yet) as one of the competing hypotheses for the cause of cybersickness (or VR sickness) Riccio ; Behrang ; Yoshida . This theory postulates that a VR user can become sick in provocative and unfamiliar situations (such as immersed in a VR space) in which one does not possess (or has not yet learned) strategies or skills to maintain a stable posture and balance Riccio ; So_Cheung_Chow_Li_Lam_2007 ; Michael . Losing balance is often seen as a consequence (rather than a cause) of cybersickness, as one major symptom is the dizziness and it has even been used as one measure for cybersickness chang2020virtual ; Weech . However, there are also some evidences that visually induced sickness (like cybersickness) can be predicted by one’s postural instability Smart . This led us to investigate the VR-based balance training as one possible way to increase the tolerance to cybersickness, focusing on a particular and clearly observable relevant physical ability. In this context, it is important that the proposed application of balance training for cybersickness is also situated in the immersive VR environment. If shown to be effective, the proposed method can also further corroborate the postural instability theory as well.

In this paper, we analyzed the long-term trends of user balance learning and sickness tolerance under different experimental conditions and assess the potential inter-relationship between them. The transfer effect was also investigated by having the trained users tested for sickness tolerance in non-training VR contents (before and after). The main contributions of this paper would be the first-ever findings as follows.

  • Balance training can be effective in developing the tolerance to sickness from visual motion.

  • Immersive VR-based balance training is more effective for developing the tolerance to cybersickness than non-immersive training and mere extended exposure to VR.

  • The effect of VR-based balance training can be transferred to other VR content (not used for training).

Refer to caption
(a) VRT
Refer to caption
(b) VRO
Refer to caption
(c) 2DT
Figure 1: Three different types of cybersickness training methods tested: (a) Virtual reality-based balance training (VRT); (b) Virtual reality exposure only (VRO); and (c) 2D projection-based (non-immersive) balance training (2DT). The between-subject design was performed.
Refer to caption
(a) First week’s content
Refer to caption
(b) Second week’s content
Figure 2: Two training VR environments/contents: (a) a jet fighter flight through the forest (less sickness-inducing) and (b) a wild roller-coaster ride (more sickness-inducing).

2 Related works

2.1 Balance Training in VR

The human body as an articulated and complex skeleton structure is inherently mechanically unstable PAI1997347 ; LEE2006569 . Maintaining balance (around the center of mass) is a complex process that involves multiple systems in the human body. The vestibular, proprioceptive, and visual channels are used to detect and gather balance/pose-related information and the brain integrates them to coordinate and generate the motor responses and establish the center of pressure through the muscles and joints with constant adjustments to counteract the external perturbation to the body PETERKA201827 ; Lee1998DeterminantsOT ; LAFOND20041421 .

There are numerous physical training routines to improve one’s balance by strengthening and improving the capabilities of the aforementioned subsystems Brachman . Conventional means of balance training usually involve following paper or live instructions from the second/third person point of view. Virtual reality (VR) can be an effective media offering the first-person perspective and sense of personal space in enhancing the understanding of the various training poses and work-outs 10.1145/3198910.3198917 ; Pastel . Gamification can further provide the motivation and impetus to facilitate the training process 10.1145/3562939.3567818 ; 10.1145/2909132.2909287 . However, the effect of balance training (VR-based or not) on cybersickness has not been investigated much despite the fact that they are often touted to be closely related Riccio ; Haran ; 10.1093/ptj/79.10.949 .

2.2 Cybersickness

Cybersickness, also known as VR sickness, refers to the unpleasant symptoms when using immersive VR simulators, especially with navigational content. Typical symptoms include disorientation, headache, nausea, and ocular strains laviola2000discussion ; kennedy1993simulator . The leading explanation for cybersickness is the “sensory mismatch theory”, which attributes cybersickness to the conflicting user motion information as interpreted by between the visual and vestibular senses laviola2000discussion ; Rebenitsch . That is, the aforementioned unpleasant symptoms arise when the virtual/visual motion is perceived by the human’s visual system while the vestibular senses detect no physical motion. Note that the visual and vestibular systems are neurally coupled GRSSER1972573 .

To combat these symptoms, several studies have focused on reducing the amount of or neutralizing the visual motion information to minimize the sensory mismatch fernandes2016combating ; park2022mixing ; Keshavarz . For instance, Fernandes et al. fernandes2016combating developed a dynamic size-shifting field-of-view (FOV) in response to the speed/angular velocity of users or content. When the user motion accelerates, the FOV is reduced, which in turn reduces the extent of the visual stimulation and ultimately the sickness. In a similar vein, blurring the peripheral visual field has been proposed to minimize the visual stimulation budhiraja2017rotation ; Lin2020 ; Caputo2021 . Park et al. park2022mixing ; customizedVR have proposed neutralizing the visual motion stimuli by simultaneously presenting the reverse optical flow.

Another popular theory is the rest frame theory, which points to the absence of reference object(s) (objects in the VR content that are not moving with respect to the user), called the rest frame Harm . The rest frame is thought to help the user maintain one’s balance and be aware of the ground (or gravity) direction hemmerich2020visually ; wienrich2018virtual ; Harm . One interesting remedy to cybersickness is the inclusion of the virtual nose, which can be considered as a rest frame object wienrich2018virtual ; wittinghill2015 ; cao2017effect .

Alternatively, a potential strategy for addressing cybersickness might involve methods to alleviate the immediate symptoms and enhance users’ physical well-being, rather than directly targeting the root cause. These can include e.g. supplying a fresh breeze with a fan  igoshina2022comparing ; reliefVR or providing pleasant music or calming aural feedback keshavarz2014pleasant ; kourtesis2023cybersickness ; restingVRPoster . These measures can be regarded cognitive distraction as a way to reduce the cybersickness by preventing users from focusing on the sickness-inducing VR content kourtesis2023cybersickness .

One newer hypothesis, although not fullheartedly accepted in the research community, for the cause of cybersickness is the postural instability theory Riccio ; Ruixuan . Accordingly, postural instability, the lack of ability to maintain balance due to external factors (such as being subjected to a new unfamiliar, provocative, and thus challenging situation) can induce the sickness. Note that this does not preclude the fact that imbalance is one typical after-effect of the sickness as well. This is based on the various studies that have observed a strong correlation between one’s balancing ability (before) and the extent of the motion sickness (after) Riccio ; Ruixuan ; Smart . This theory is also in line with the rest frame theory - i.e., the lack of the rest frame object (indicating the direction of gravity and help one maintain balance) could be seen as a provocative situation for the user hemmerich2020visually ; wienrich2018virtual ; Harm .

Based on all these studies, one can posit that balance training while navigating in the immersive VR would make the user to be even more unstable and exacerbate the extent of the cybersickness. In turn, this could make the balance training itself even harder imaizumi2020virtual ; horlings2009influence . Nevertheless, given that the user can endure through the training, its effect can eventually ease and break this vicious cycle. We can further hypothesize that the immersive feedback will be an important factor, as maintaining and training for balance involves the visual channel and spatial awareness, which non-immersive and 2D-oriented media is difficult to provide fully.

On a related note, the length of time exposed to a virtual environment is known to affect the severity of cybersickness Duzmanska . Stanney et al. Stanney has found high correlations between exposure time and cybersickness, with longer exposure times increasing the risk of cybersickness. On the other hand, there is also the opposite view that people may build up a resistance or adapt over time (or by frequent exposures) to cybersickness Duzmanska . Thus, the exact relationship between extended exposure and cybersickness symptoms is not firmly established.

To our knowledge, no prior work on applying balance training as a way to train for tolerance to cybersickness has been reported. Note that similarly to any external stimulation, the mere repeated and prolonged exposure to VR in itself can certainly have the effect of insensitization or habituation to the cybersickness palmisano2022reductions . However, we expect it to be a relatively time-consuming method and quickly receding in its effect (compared to active training), and little is known about whether there is any transfer effect to other contents (for which the user was not exposed to) palmisano2022reductions ; duzmanska2018can ; adhanom2022vr ; smither2008reducing .

3 Experiment

3.1 Experimental Design

The main purpose of the experimental study is to confirm the effect whether the learned balance ability has an impact on developing one’s tolerance to cybersickness. The balance training may occur in either a non-immersive environment or a VR environment, using sickness-eliciting contents (e.g., navigation). We hypothesize that given the same content, the effects of the balance training on tolerance to cybersickness will be stronger if the training occurred in the VR environment compared to using the non-immersive environment (even if the given content may be different from the one used for training). On the other hand, to single out the effect, if any, of the balance training to cybersickness tolerance, from that of by the media type, the training method by mere extended exposure to the same sickness-eliciting VR contents must be tested too. Humans can become habituated, desensitized, and tolerant to cybersickness after long exposure to various stimuli by VR Fransson ; Duzmanska . Thus, the experiment was designed as a two-factor repeated measure between subjects; the first factor being the training method in three levels (as shown in Figure 1):

  • 2DT: watching a sickness-eliciting navigation content on a 2D projection display while carrying out a balance training routine.

  • VRT: watching a sickness-eliciting navigation content using a VR headset while carrying out a balance training routine.

  • VRO: only exposure/just watching a sickness-eliciting navigation content using a VR headset, but without any balance training.

To avoid any learning effect with regard to the contents used, a between-subject experiment was chosen. As the effects of training may take time, the experiment was conducted over 2 weeks, but in two separate weekly segments: Experiment Week 1 (EW1) and 2 (EW2). Note that the same subject groups of EW1 continued to participate in EW2. Thus, the time (days) constituted the second factor. Two weeks of balance training was deemed sufficient because marked progress is usually attainable in that time frame RASOOL2007177 ; SZCZERBIK2021513 . EW1 proceeded over 4 days, and the subjects were trained while watching the VR content which induced only a relatively moderate/less degree of sickness as to start the overall training gently (not too abruptly). After a three-day break, EW2 was conducted with a duration of 5 days. Due to the possible learning effect and getting accustomed to the same content after repeated exposures, a new and more dynamic content with a relatively higher degree of sickness was used (see Figure 3). Although it is difficult to exactly quantify the difference in the sickness levels, from Figure 4 which shows the navigation motion profiles of the respective content, it is reasonably clear that the Week 2 content would induce a much more severe level of cybersickness. EW2 was administered three days after the 4-day EW1 with the treatment-wise same subjects from EW1, thus we postulate that that subjects still were possibly affected by the training given in EW1.

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(a) Forest Trail for Week 1 (EW1)
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(b) Wild Rollercoaster for Week 2 (EW2)
Figure 3: Snapshots depicting the different trajectories of the two balance/sickness training contents: forest trail for week 1 (EW1) and wild rollercoaster for week 2 (EW2). During the experiment, subjects experience the following types of movements: (1) straight-forward movement; (2) turning left/right; (3) going up; (4) vertical loop; and (5) going down.
Refer to caption
(a) EW1: Relatively less sickness
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(b) EW2: Relatively more sickness
Figure 4: The navigational path profiles of the contents used in EW1 (a) and EW2 (b).

In summary, there were two mixed model and longitudinal experiments; each designed as two factors, 3 x 2, repeated measure between subjects. Even though experimental tasks were carried out and dependent variables measured every day during the 4-day/5-day periods for EW1/EW2, we focus only on the difference between the first and last days and data analyzed accordingly (making it a two-level study for the second factor). Figure 5 shows the overall experimental process. The hypotheses regarding the outcome of the experiment can be summarized as follows:

Refer to caption
Figure 5: The overall experimental process for EW1 and EW2. 
  • H1: There will be a balance training effect (i.e., significantly getting better in time) in both immersive VR (VRT) and 2D-based environments (2DT).

  • H2: Balance training improves tolerance to cybersickness. If so, this partly serves as evidence for the posture instability theory where imbalance can be considered the cause of cybersickness.

  • H3: The training effect for balancing and cybersickness will be greater with the use of immersive VR (VRT) than with the 2D environment (2DT).

  • H4: The training effect for cybersickness through balance training (with VR and/or non-VR) will be greater than just the extended exposure to the same content.

3.2 Experimental Task and Training Contents

In both EW1 and EW2, except for the training contents used, the experimental task and procedure were the same. For 2DT and VRT, part of the experimental task was to follow a simple balance training routine called the “one leg stand” (also known as the Flamingo test Uzunkulaoglu ; Marcori ). In 2DT, the balance training was administered while watching the navigational content on the projection display (60 inches viewed from 1.5 m away), and in VRT, watching the same content through the VR headset (Oculus Quest 2 VR headset with a FOV of 104 xx 98 degrees). During the 3-minute experience, the balance training routine is as follows: ready/rest (30s’) - training (30s’) - rest (30s’) - training (30s’) - rest (30s’) - training (30s’). The instructions are presented through a distinct and visible user interface in the VR/2D projection system. The instructions were provided by the distinct visible UI of the VR/2D-projection system. For VRO, no balance training occurred - the subject just watched the same VR content with the VR headset standing on two feet.

As already indicated, two contents of different sickness levels and themes were used - the lesser sickness eliciting one in EW1 (flying through the forest trail) and more in EW2 (wild roller coaster ride). Figure 2 (a), (b), and Figure 3 show the example scenes from the respective contents. Experimenting with the new more difficult (sickening) content also provided the opportunity to examine the user behavior and performance after a week of training.

The navigation path contained several types of motion - forward translation and pitch/yaw, rotation/turning in varied speed and acceleration, as shown in Figure 3, - mixed up for each content to be clearly differentiated in their respective sickness level (also informally tested with no subjects). In addition to using different contents between EW1 and EW2 to prevent the learning effect, similar provisions were made within the same content within EW1 and EW2 as well. Each content was presented in slightly different versions by varying the navigation path/motion profiles and surrounding environment objects (while maintaining the same sickness level) between each day.

The training proceeded 2 times a day for four days in EW1 and likewise for five days in EW2. The subject was free to put one’s foot back down anytime if felt to be in danger of falling down (or for any reason e.g., whether not able to maintain balance or due to too much sickness) but was asked to resume and continue in one’s best way. The experiment helper stood by to prevent the subject from completely falling down. The subject was also free to stop the experiment at any time, although there was no such case.

3.3 Dependent Variables

The dependent variables of main interest were two: changes in the balance performance and cybersickness scores over time. Each of these aspects was measured in several ways.

The balancing performance was measured quantitatively by (1) the number of times the subject put back one’s foot down during the training process, and (2) computing the extent of the deviation of the body from the reference center of mass (e.g., when standing still). The former was manually counted, while the latter, was obtained off-line by analyzing the subject’s 2D pose data extracted from the recorded video using the PoseNet Papandreou_2017_CVPR ; Papandreou . In particular, the variation of the midpoint of the screen space locations of the right and left hips were used to estimate this measure. We omit further implementation details for lack of space.

In addition, to assess whether the balancing performance improved regardless of the given training content, we measured the subject’s performances of the “one leg stand with eyes closed” Bohannon on the first and last days of each week (see Figure 5).

As for the overall cybersickness level assessment, Kennedy’s Simulation Sickness Questionnaire (SSQ) score was used kennedy1993simulator . However, since the SSQ only asks for the existence of certain symptoms, it is not possible to assess their probable cause for our experiment - e.g., from the visual motion or balancing act. Thus, in addition to the original SSQ (herein referred to as the “Original”), two revised versions, called the “Visual” and “Balance”, were made and used. Questions in the revised versions ask of the same symptoms, but also of what the subjects thought the source might be, i.e., from the visual motion or the one-leg stand balancing act. The whole questionnaire comprised 48 questions (see Appendix).

Lastly, to assess whether the cybersickness tolerance improved regardless of the given content (i.e., transfer effect to another VR content), we measured the subject’s sickness levels using a completely different (from the ones used in the main experiment) sickness-inducing content; tested with transfer VR content 1 (rollercoaster ride111 The YouTube 360-degree video link is available at https://www.youtube.com/watch?v=eHAu8BV85vE., and transfer VR content 2 (space exploration) before and after EW2. [The duration of both content was 3 minutes, the same as the experimental content. Moreover, subjects in all conditions experienced the transfer content while standing and wearing a VR headset without any balance training.] We reemphasize that the rollercoaster content used to explore the transfer effect was completely different from the one used for training in EW2. These transfer effect test contents are illustrated in Figure 6.

Table 1: Dependent variables
Category Dependent Variable
Balance Performance Number of times foot was put down
Time maintaining one leg stand
Center of mass variability
Cybersickness Original SSQ
Visual SSQ
Balance SSQ
Transfer Effect Original SSQ
Refer to caption
(a) Rollercoaster ride
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(b) Space navigation
Figure 6: The two contents to test the transfer effect of balance training: (a) rollercoaster ride before and after EW1 and (b) space exploration before and after EW2.

3.4 Participants

Subjects were initially recruited through the university’s online community. The first round of subjects was surveyed for their self-reported sensitivity to motion sickness using the MSSQ-short golding2006predicting ; NESBITT20171 and familiarity or prior experiences in using the VR system. We notified the potential subjects of the need to carry out balance training (one leg stand) for about 10-15 minutes per day for two weeks and asked them to excuse themselves if they deemed it to be beyond their physical capabilities. Subjects in the extreme ends in terms of their reported sensitivity were also excluded, as our study targeted subjects in the middle of the sensitivity spectrum.

Fifteen final subjects were selected and placed in the three subject groups (5 each) for 2DT, VRO, and VRT such that their MSSQ score variations were similar and within an acceptable range (all male, aged 19 to 33, mean = 25.6, SD = 2.19). All participants had at least some experience in using VR applications (mostly game playing and video watching) but did not have any prior balance training experience. The subjects were paid 16 USD per hour for their participation (a total of about $ 120 for the whole two weeks). All 15 subjects managed to finish the experiment in two weeks without giving up in the middle.

3.5 Experimental Set-up and Procedure

The subjects first filled out the consent agreement form, were briefed about the [procedure of the experiment], and explained the experimental tasks. Five to ten minutes were given for the subjects to get oneself familiarized with the balancing task while watching the content through the monitor or the headset. In particular, the subjects were given detailed instructions on how to carefully respond to the three types of SSQs and to deeply think about the probable causes of the symptoms the best they could. The helper assisted the subject to position oneself in front of the monitor on the floor (with cushioned walls) or donning and adjusting the headset. The helper also stood by to prevent the subject from falling down.

On each day, the subjects for 2DT and VRT alternated between a 30-second rest/preparation period, followed by a 30-second balance training procedure, repeating this sequence three times in total. The subjects selected which foot to use to stand or lift on their own. This protocol was designed considering that the similar Y-balance (one leg with eyes closed) test typically lasted around 30 seconds on average ybalance , and our own pilot test (with four males) indicated that exceeding one minute often led to muscle strain. Although the experiments were run over two weeks and sufficient rests were taken between the treatments, minimizing subject fatigue and ensuring the best physical condition was deemed important to derive the best and credible results.

Subjects of VRO simply watched the navigation content one time for 3 minutes in a normal standing pose. After the respective treatments, subjects rested and filled out the sickness survey. Subjects were free to stop the experiment for any reason without any financial penalty. After experiencing all treatments, informal post-briefings were taken. The experiment was approved by the Institutional Review Board (IRB No. 2023-0143-01).

The experimental contents were developed using the Unity 3D game engine, specifically version 2021.3.12f, and run and displayed with the Oculus Quest 2 VR headset.

4 Results

Considering the 3x2 mixed design of the experiments and the collected longitudinal data being both continuous and non-parametric, we analyzed the data using the nparLD JSSv050i12 to examine the effects. For pairwise comparisons, we employed the Kruskal-Wallis test to analyze the factor of the training method (as a between-design factor), while the factor of the time (as a within-design factor) was assessed using the Wilcoxon signed-rank test. All tests were applied Bonferroni correction with a 5% significant level.

Moreover, since EW1 and EW2 were conducted with different settings and subject conditions, they were treated as two separate experiments for analysis. As the same group of subjects was used treatment-wise, treatment-wise statistical and subjective comparison between EW1 and EW2 is possible (with respect to the factor of the time). On the other hand, the effect analysis within EW1 and EW2 with respect to the training method (i.e., among 2DT, VRT, and VRO) would be less reliable as the subject groups were different, and their numbers were low (only 5 in each group).

4.1 Change in Sickness Levels

The primary focus of our study was to alleviate cybersickness caused by visual mismatch through balance training. However, we considered the possibility that physical discomfort or hardship from the balancing act could be similar to the many symptoms of the cybersickness as assessed by the SSQ (e.g. “disorientation” from trying to stand on one foot). Therefore, we administered two additional revised versions of the “Original” SSQ: namely, “Visual”, and “Balance” - for responders to distinguish between and report whether the cybersickness-like symptoms were induced by the visual mismatch and/or by the balance training. Nevertheless, we do acknowledge the subjects’ inherent difficulty (despite the survey’s kind explanation and clarification) to objectively and correctly judging the sources of the symptoms, and also of the possible interaction between these two mixed factors. Note that the subject was free to attribute a given symptom to both visual stimulation and balancing exercise. On the other hand, it is not common to see people seriously suffer from sickness-like symptoms from just doing balance exercises. Considering all these, our analysis focused on investigating the effects on the Visual SSQ scores.

Figure 7 (and also partly for just the first and last days in Table 2) illustrates the trends of the average Visual SSQ scores over the 4-day/5-day periods of EW1 and EW2 for VRT, VRO, and 2DT. The detailed statistical figures, including the pairwise comparisons, are given in Figure 8, Table 3, Table 4, and Table 5.

Refer to caption
(a) EW1: Week 1
Refer to caption
(b) EW2: Week 2
Figure 7: Changes in the average Visual SSQ’s total scores over the 4-day and 5-day periods of EW1 and EW2.  
Table 2: Average total SSQ scores over different training methods and the p-value from the Wilcoxon sign rank test on the first and last days of EW1 and EW2 (* pp < .05; ** pp < .01; and *** pp < .001).
EW1-1 EW1-4 p-value EW2-1 EW2-5 p-value
Original SSQ VRT 54.604 24.31 << .001 *** 51.612 27.676 .004 **
VRO 35.904 21.318 .092 94.996 21.692 << .001 ***
2DT 35.156 13.464 .007 ** 32.164 13.838 .003 **
Visual SSQ VRT 46.002 23.188 .021 * 54.604 27.676 .004 **
VRO 34.782 20.57 .092 94.622 21.318 << .001 ***
2DT 23.936 5.61 .025 * 31.79 9.35 << .001 ***
Balance SSQ VRT 36.652 18.7 .020 * 36.278 20.944 .092
VRO 7.106 13.09 .70 43.01 1.496 .071
2DT 40.392 8.602 << .001 *** 16.456 8.228 .054
Table 3: Statistical analysis results for the effects on Visual SSQ for the training content and transfer content in EW1 and EW2, respectively (* pp < .05; ** pp < .01; and *** pp < .001). 
EW Variable Factor F p
EW1 Visual SSQ Training Methods 3.16 .045 *
Days 11.23 <.001 ***
Training Methods:Days .02 .97
Transfer SSQ Training Methods 1.44 .23
Days .97 .32
Training Methods:Days .25 .71
EW2 Visual SSQ Training Methods 3.66 .029 *
Days 90.63 <.001 ***
Training Methods:Days 3.7 .025 *
Transfer SSQ Training Methods 1.58 .20
Days 8.05 .004 **
Training Methods:Days 0.41 .64

4.1.1 EW1

In EW1, according to the nparLD JSSv050i12 , we observe significant differences in the level of cybersickness (Visual SSQ) in relation to both the training method (p<p< .05) and the days (p<p< .001), but no interaction effect between the training method and the days (see Table 3). However, the pairwise comparison in Table 4 shows no statistically significant differences on the factor of the training method on the first or last days of the experiments. These results might be attributed to the training method being a between-subject factor, with its impact being relatively small and less reliable (plus the difference in the nparlD and Kruskal analyses).

Table 4: Pairwise comparison: Between-subject factors (VRT vs. VRO vs. 2DT) using the Kruskall-Wallis test. The lower group had less sickness (* pp < .05). 
EW Variable Days χ2\chi^{2} p
EW1 Visual SSQ EW1-1 3.71 .156
EW1-4 3.43 .180
Transfer SSQ EW1-1 2.92 .233
EW1-4 1.83 .40
EW2 Visual SSQ EW2-1 9.11 .011 VRO >2DT *
EW2-5 3.61 .164
Transfer SSQ EW2-1 .92 .63
EW2-5 4.12 .128
Table 5: Pairwise comparison: Within-subject factors (First day vs. Last day) using the Wilcoxon-sign rank test. The lower group had less sickness (* pp < .05; ** pp < .01; and *** pp < .001). 
EW Variable Methods Z p
EW1 Visual SSQ VRT -2.04 .02 1 day >> 4 day *
VRO -1.32 .09
2DT -1.9 .02 1 day >> 4 day *
Transfer SSQ VRT -0.40 .42
VRO 0.94 .20
2DT -0.13 .29
EW2 Visual SSQ VRT -2.65 .004 1 day >> 5 day **
VRO -3.09 <.001 1 day >> 5 day ***
2DT -3.09 <.001 1 day >> 5 day ***
Transfer SSQ VRT 2.02 .02 1 day >> 5 day *
VRO 0.94 .20
2DT 0.40 .1
Refer to caption
(a) EW1 Visual SSQ
Refer to caption
(b) EW2 Visual SSQ
Refer to caption
(c) EW1 Transfer SSQ
Refer to caption
(d) EW2 Transfer SSQ
Figure 8: Visual SSQ total scores for training content for VRT, VRO, and 2DT on the first and last days of EW1 and EW2 respectively (a, b), and those for the transfer content (c, d) which were tested on VR only (* pp < .05; ** pp < .01; and *** pp < .001).  

On the other hand, the pairwise comparisons with respect to the factor of days (1 day vs. 4 day) show significant reductions in cybersickness levels for both VRT conditions (1 day >> 4 day; p<p< .05) and 2DT conditions (1 day >> 4 day; p<p< .05), that is, indicating the effectiveness of balance training methods (see Figure 8 (a) and Table 5). In contrast, there was no statistically significant decrease observed in the VRO condition. It should be noted that the VRO condition solely involved exposure to visual stimulation (i.e., immersive VR viewing) without any balance training.

4.1.2 EW2

In EW2, unlike in EW1, significant effects were observed in both factors and their interaction: training methods (p<p< .05), days (p<p< .001), training methods xx days (p<p< .05) (see Table 8). The pairwise comparison with respect to the training methods showed a statistically significant difference between VRO and 2DT on the first day, with VRO showing higher levels of cybersickness (VRO >> 2DT; p<p< .05). Due to the increased navigational complexity of the content used in EW2 compared to that of EW1 (see Figure 4), cybersickness levels increased overall in EW2, as expected. It is noteworthy that VRO, in particular, exhibited significantly higher levels compared to the training methods on the first day, did not involve any prior balance training, nor did it show increased tolerance to sickness by the sustained exposure from EW1. Interestingly, the VRT group, which initially started with the highest cybersickness levels in EW1, demonstrated lower levels than VRO on the first day of EW2 (see Figure 8 (b)). While these results hint at the effect of balance training on cybersickness (possibly supporting H2 and H4), similarly to EW1, effects analysis on the between-subject factor of the training method must be taken with a grain of salt.

As for the pairwise comparisons on the factor of days, we found statistical differences in all conditions, as follows: VRT (1 day >> 5 day; p<p< .01), VRO (1 day >> 5 day; p<p< .001), and 2DT (1 day >> 5 day; p<p< .001), as shown in the Table 5. In all conditions, the cybersickness scores were lower on the last day compared to the first day. These findings strongly support H2. In addition, increased tolerance to cybersickness by simple sustained exposure and habituation to VR (VRO) is observed in EW2, while not so in EW1. We posit that its training effect necessitates a relatively longer time, only starting to take effect after EW2.

4.2 Balance Performance Improvement

To relate the potential effect of balance training to increasing tolerance for cybersickness, various measures were taken over the course of the experiments (excluding the VRO subjects), such as (1) the duration of subjects’ balance maintenance along with (2) the occurrences of balance failures (instances of subjects having to place their one foot back on the ground to avoid falling to the ground) and (3) the variability in their centers of mass. The former was measured before and after the training sessions, while the latter two during.

The comparative analysis with respect to the between-subject factor of the training method is not presented for the similar reason of the different subject groups of limited number.

4.2.1 Before and after training

Figure 9 shows the balance performance trend during EW1 and EW2. Balance maintenance was tested separately before and after EW1 and EW2 in the form of the “one leg stand with eyes closed” test (see Figure 5). This is a common balance performance test and the average performance for people in their twenties (demographics for our subject group) is reportedly about 20 seconds in certain countries ART002391980 . Note that this test was administered before and after the training sessions of EW1 and EW2 (one leg stand with eyes closed).

After confirming the normality test, the independent samples t-test was applied to examine for any differences between the two conditions (i.e., VRT and 2DT), however, no statistical differences were found among the tested days (see Figure 9 (a)). However, when comparing the first day (before EW1) and the final day (after EW2), we observed a relatively large increase of approximately 27 seconds in the average balance maintenance time for the VRT condition, whereas the increase was only about 2 seconds for the 2DT condition. This suggests that the immersive environment (VRT) possibly had a greater impact on balance training compared to the 2D environment (2DT). These findings partially support our third hypothesis (H3) that immersive balance training (VRT) can be more effective in improving balance compared to training in the 2D/non-immersive environment (2DT).

4.2.2 During training

We obtained similar results for the number of balance failure cases and center of mass variability, as shown in Figure 9 (b) and (c) respectively. Note that these quantities were measured during the training sessions of EW1 and EW2 while watching the training contents. To analyze the data, we first assessed its normality. Next, we performed separate comparisons within each week, using the Wilcoxon sign rank test, between the initial and final days for both the VRT and 2DT conditions. In the case of the number of failures, where participants put their feet on the ground, a significant effect was observed between EW2-1 and EW2-5 in the VRT condition (p<p< .05; EW2-1 >> EW2-5). This finding strongly indicates that immersive VR environments can enhance balance performance.

The lack of significant differences observed in the first week may be attributed to the relatively easier task situation (i.e., relatively less sickness), as shown in Figure 3. As a result, the number of balance failure cases was relatively lower. Moreover, in the 2DT condition, for which the subjects did not wear a VR headset, the visible real environment (e.g., wall, floor) might have helped the subjects attain their balance as well. On the contrary, despite the increased difficulty of the task/content in EW2, the training regimen resulted in a notable reduction in the number of failures.

The center of mass variability results are illustrated in Figure 9 (c), and there were significant differences in all combinations. In the first week (EW1), both the VRT and 2DT groups significantly decreased in their variability by the 4th day (last day, EW1-4), compared to the first day (day 1, EW1-1) - VRT: p<p< .01; 2DT: p<p< .01. However, during the second week (EW2), while there was a significant decrease in VRT (EW2-1 >> EW2-5; p<p< .001), 2DT showed a significant increase (EW2-1 << EW2-5; p<p< .05). Again, we believe this is due to the first week (EW1) environment/content being relatively monotonous, making it easier for them to maintain a stable center of balance, making it difficult for all the factors to exhibit any effect.

Overall, the data show the expected results of subjects’ balance capability improving in time for VRT and 2DT. Note that VRO involved no balance training. With categorical statistical significance, it moderately supports our first hypothesis (H1).

4.3 Correlation between balance and sickness

To further investigate the relationship between balance performance and the reduction in “Visual” sickness, a correlation analysis was conducted using the Pearson correlation coefficient test. The following null hypothesis value of correlations were made: (1) “Visual” sickness scores and balance maintenance time would be negatively correlated (-1); (2) “Visual” sickness and the number of balance fails would be positively correlated (+1); and (3) “Visual” sickness and center of mass variability would be positively correlated. The results are given in Table 6 and they are mostly consistent with our hypotheses (e.g., H2 and H3).

Statistically significant correlations were found between the improvements in the number of balance failures and center of mass variability, respectively (either by VRT or 2DT) with the “Visual” sickness scores over EW1 and EW2. [VRT showed higher correlation coefficients than the 2DT in two measures] (i.e., No. of balance failures: r=0.612>0.267r=0.612>0.267; center of mass variability: r=0.305>0.269r=0.305>0.269). For the balance maintenance time, there was no significant correlation found, however, it is worth noting that while VRT showed a negative correlation as expected (r=0.295r=-0.295), 2DT only showed near zero correlation (r=0.001r=0.001).

To summarize, as the balance performance improves, there is an increase in tolerance to the “Visual” sickness in both immersive (VRT) and non-immersive (2DT) environments. Furthermore, the correlation values indicate that the training effect in the immersive VR environment (VRT) was more pronounced than that in the non-VR (2DT).

Refer to caption
(a) Average time of balance maintenance (one leg stand with eyes closed given before and after the training sessions of EW1 and EW2).
Refer to caption
(b) Number of times of placing foot down (balance failures) measured during the training sessions of EW1 and EW2 (one leg stand while watching the training content).
Refer to caption
(c) Center of mass variability measured during the training sessions of EW1 and EW2 (one leg stand while watching the training content).
Figure 9: Balance performance trend over EW1 and EW2 between VRT and 2DT: (a) Average time of balance maintenance (one leg stand with eyes closed before and after the EW1/EW2 training sessions), (b) Number of times of placing the foot down, and (c) Center of mass variability (measured for one leg stand while watching the training contents).
Table 6: The Pearson correlation analysis between “Visual” sickness scores and balance performances (* pp < .05; ** pp < .01; and *** pp < .001) 
Visual SSQ
Balance Performance VRT 2DT
Maintenance time r=r= -0.295; p=p= .103***¡ r=r= 0.001; p=p= .501
Number of balance failures r=r= -0.612; p<p< .001 *** r=r= 0.267; p=p= .048 *
Center of mass variability r=r= -0.305; p=p= .028 *¡** r=r= 0.269; p=p= .049 *

4.4 Transfer Effect

The true test for any effect of the balance training on cybersickness would be shown by observing how the balance-trained subjects perform on completely different VR contents, namely, the “transfer” contents that were totally different from the test content (see Figure 6). The assessments were made two times, before and after EW1 using transfer VR content 1 (Rollercoaster ride), and before and after EW2 using transfer VR content 2 (Space navigation). The sickness levels were measured in the same way as those conducted during the training sessions of EW1 and EW2. The results are summarized in Figure 8, Table 3, Table 4, and Table 5.

The statistical analysis (see Table 5 and Figure 8 (d)) found a significant decrease in the cybersickness only in the VRT condition (p<p< .05) before and after EW2. No other condition exhibited any statistically significant reduction (i.e., VRO, 2DT). This indicates the training transfer effect of balance training in VR for cybersickness tolerance, consistent with the observation that the VRO group, who received no training in EW1, showed much higher levels of sickness in the early stages of EW2 (when switched to the new training content) than VRT. Furthermore, it confirms our hypotheses (H3 and H4) that immersive media (VRT) with balance training is a more effective method than simply being exposed to the VR content for an equal amount of time.

5 Discussion

5.1 The Effect of Balance Training on Cybersickness

As discussed in length in Section 2.2, there have been several theories as to why and how cybersickness occurs, such as the sensory mismatch laviola2000discussion ; Rebenitsch , lack of the rest frame Harm , and postural instability Riccio ; Ruixuan ; Smart . All such factors are plausible and debatable at the same time. While the proposal of immersive balance training for developing tolerance to cybersickness hinges on the postural instability in particular, it does not discount the effect of those other factors nor is it in conflict with them.

Our experiments have shown significant reductions in cybersickness symptoms in all the treatments. This trend was also observed, albeit to a lesser extent, in the VRO treatment that did not include training. These results indicate that repeated exposure to VR contents reduced sickness adhanom2022vr ; palmisano2022reductions , and it is difficult to deny that this effect may have influenced other conditions as well (in terms of what contributed to the reduction). On the other side, balance training may have reduced the sickness acting as cognitive distraction kourtesis2023cybersickness ; venkatakrishnan2023cog02 . However, cognitive distraction alone is difficult to explain the training transfer effect. The same is true as for the mere exposure to a particular VR content.

Palmisano et al. palmisano2022reductions have shown that repeated exposure to VR contents could significantly improve cybersickness. However, this improvement was observed only for the very content the subjects were exposed to, and it was not shown whether the effect extended to other VR contents. On the other hand, our experiment confirmed the transfer effect of the balance training to a completely different content. Only the VRT group, which engaged in the immersive balance training, significantly saw the reduction in cybersickness in the transfer contents (see Figure 8). This is the critical finding that sets forth the training (and the improved physical/mental capability) as the main culprit to the sickness reduction - more so than the exposure itself or distraction. This also signifies the potential practicality of the approach.

5.2 The Potential of Balance Training on Cybersickness

One representative experiment in the attempt to validate the postural instability theory by Riccio showed the decreasing sickness levels in a provocative situation by the subject making a more widened and stable stance Dennison . In contrast, the experiment in this work went to other ways, where the subjects were purposely situated to be unstable (one leg stand), leading to a possible expectation that the “sickness” should increase according to the same theory. One important difference, however, is that the subjects were also instructed to “learn” and train as to how to maintain the balance. Indeed, instead of the increased level of sickness, our results clearly show the reduction and even the transfer effects, singling out the very effect of the “training”.

Interestingly, according to Menshikova et al. Menshikova , when compared figure skaters, soccer players, and wushu fighters, figure skaters showed the most resilience to cybersickness. Thus, innate or learned balancing capability seems related to tolerance to cybersickness. Ritter et al. Ritter studied the VR-based (safe) training of balance beam performance with gymnastics beginners. Among others, the work showed that the subjects generally performed worse in VR than in the real world. This indirectly suggests that, for cybersickness improvement by balance training, the training environment (i.e., VR) will be important. Likewise, our results point similarly in the same direction, namely, VRT being more effective than 2DT and even VRO.

As for 2DT, the level of the sickness arising from the visual motion must have been less so to begin with compared to that by VR. The visual content has a substantially smaller field of view (approximately VRT: 100 vs. 2DT: 60) outside which objects possibly acting as reference objects are visible (e.g., walls, floor). These are aspects that can diminish the training effect in 2DT as well. On a similar note, training for a spatial task (which the balancing or even withstanding cybersickness from visual motion could be examples of) on the 2D oriented desktop environment has shown a negative transfer effect to the corresponding 3D VR environment Pausch .

Even though our study seems to show that extended exposure to VR does have an effect on building tolerance to cybersickness, in relation to the related work (see Section 2), its firm establishment is still debatable. Even if it was, we believe that its effect is weaker and not so long-lasting than that of balance training. In balance training, the user makes a conscious effort to encode the relevant information into one’s proprioceptive and muscular control system. How long the training effect can be sustained would be a topic of future research.

5.3 Limitations and Future Works

Our study is limited in several aspects. Cybersickness is a truly multifactorial issue, including gender, age, the nature of the tasks undertaken, type of feedback, and multimodality feng2016tactile ; peng2020walkingvibe and the types of devices used kourtesis2023cybersickness ; kim2008application ; chang2020virtual . Our work only investigated one such probable factor, i.e., balancing capability. While most factors mentioned above are known to influence the level of cybersickness in one way or another, the variance from the individual difference is relatively large tian2022review ; chang2020virtual ; howard2021meta . Balancing capability can be considered a more predictable control factor ARCIONI20193 ; doi:10.1080/10447318.2017.1286767 . Training for it is also expected to be much less dependent on the immersive training environment (content genre). Note that the training process can be further expedited by employing multimodal feedback, guidance features, and gamification 10.1145/3562939.3567818 ; Juras ; Prasertsakul . Such are subjects of future research topics.

Another limitation is the number of experimental subjects in each of the training method (between-subject) groups. The subjects were also confined to a particular group, i.e., young adult males. It is too early to generalize our claims to other subject populations. A future larger-scale experiment should not only accommodate a larger number of subjects but also employ a variety of sickness-eliciting or “provocative” contents as well. As there may be more fitting and proper balance training routines, these new VR contents may involve interaction techniques to guide such balancing acts more effectively as demonstrated in Yang .

6 Conclusion

In this paper, we conducted a two-week-long experiment to observe the relationship between user balance learning and developing sickness tolerance under different experimental conditions. The findings indicate that enhancing individual balance performance leads to an increased tolerance for cybersickness. The study also corroborated for the greater effectiveness of balance training in immersive environments compared to non-immersive settings. Furthermore, the improvement in the balance ability demonstrated sustainable effects, enabling individuals to tolerate VR motion sickness in newly encountered VR environments as well.

Although our results are still preliminary, it is the first of its kind. If further validated with continued in-depth and larger scale studies, we hope to be able to design and recommend a standard VR-based balance training regimen for building tolerance to sickness for active yet sickness-sensitive “wannabe” VR users (while also improving one’s fitness at the same time as a bonus).

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Acknowledgments This research was supported by the Basic Research Laboratory Program funded by NRF Korea (2022R1A4A1018869), the ITRC Program (IITP-2022-RS-2022-00156354) funded by MSIT/IITP Korea, and the Competency Development Program for Industry Specialist funded by MSIT/IITP/MOTIE/KIAT Korea (N0009999)

Appendix A Questionnaire

Table 7: Overall SSQ questionnaire
Q01 I felt uncomfortable while experiencing the content.
Q02 I felt fatigued while experiencing the content.
Q03 I felt a headache while experiencing the content.
Q04 I felt eye strain while experiencing the content.
Q05 I found it difficult to keep my eyes focused while experiencing the content.
Q06 I felt an increased amount of salivation while experiencing the content.
Q07 I felt nervous and sweaty while experiencing the content.
Q08 I felt nausea while experiencing the content.
Q09 I found it difficult to concentrate while experiencing the content.
Q10 I experienced a head full feeling while performing the content.
Q11 I experienced a feeling of blurred vision while performing the content.
Q12 I felt dizzy when I opened my eyes after experiencing the content.
Q13 I felt dizzy when I closed my eyes after experiencing the content.
Q14 I felt vertigo while experiencing the content.
Q15 I felt a stomach awareness, experiencing the content.
Q16 I felt burping while experiencing the content.
Table 8: Visual SSQ questionnaire
Q01 I felt uncomfortable, particularly by the visual content and stimulation.
Q02 I felt fatigued, particularly by the visual content and stimulation.
Q03 I felt a headache, particularly by the visual content and stimulation.
Q04 I felt eye strain, particularly by the visual content and stimulation.
Q05 I found it difficult to keep my eyes focused, particularly by the visual content and stimulation.
Q06 I felt an increased amount of salivation, particularly by the visual content and stimulation.
Q07 I felt nervous and sweaty, particularly by the visual content and stimulation.
Q08 I felt nausea, particularly by the visual content and stimulation.
Q09 I found it difficult to concentrate particularly by the visual content and stimulation.
Q10 I experienced a head full feeling, particularly by the visual content and stimulation.
Q11 I experienced a feeling of blurred vision, particularly by the visual content and stimulation.
Q12 I felt dizzy when I opened my eyes after experiencing the content, particularly by the visual content and stimulation.
Q13 I felt dizzy when I closed my eyes after experiencing the content, particularly by the visual content and stimulation.
Q14 I felt vertigo, particularly by the visual content and stimulation.
Q15 I felt a stomach awareness, particularly by the visual content and stimulation.
Q16 I felt burping due to the visual cues provided.
Table 9: Balance SSQ questionnaire
Q01 I felt uncomfortable particularly due to the required stance and/or balancing routine.
Q02 I felt fatigue due to the required stance and/or balancing routine.
Q03 I felt a headaches due to the required stance and/or balancing routine.
Q04 I felt eye strain due to the required stance and/or balancing routine.
Q05 I found it difficult to keep my eyes focused due to the required stance and/or balancing routine.
Q06 I felt an increased amount of salivation due to the required stance and/or balancing routine.
Q07 I felt nervous and sweaty due to the required stance and/or balancing routine.
Q08 I felt nausea due to the required stance and/or balancing routine.
Q09 I found it difficult to concentrate due to the required stance and/or balancing routine.
Q10 I experienced a head full feeling due to the required stance and/or balancing routine.
Q11 I experienced a feeling of blurred vision due to the required stance and/or balancing routine.
Q12 I felt dizzy when I opened my eyes after experiencing the content due to the required stance and/or balancing routine.
Q13 I felt dizzy when I closed my eyes after experiencing the content due to the required stance and/or balancing routine.
Q14 I felt vertigo due to the required stance and/or balancing routine.
Q15 I felt a stomach awareness due to the required stance and/or balancing routine.
Q16 I felt burping due to the required stance and/or balancing routine.

Declarations

  • Conflicts of interest The authors declare that they have no conflict of interest.

  • Ethics approval The experiment was approved by the Institutional Review Board (IRB No. 2023-0143-01).

  • Availability of data and material The data generated during and/or analyzed during the current study are available from the corresponding author on reasonable request.

  • Code availability This code is not available.

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