Behrang Keshavarz
Toronto Rehabilitation Institute
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Featured researches published by Behrang Keshavarz.
Human Factors | 2011
Behrang Keshavarz; Heiko Hecht
Objective: Motion sickness (MS) can be a debilitating side effect associated with motion in real or virtual environments. We analyzed the effect of expectancy on MS and propose and validate a fast and simple MS measure. Background: Several questionnaires measure MS before or after stimulus presentation, but no satisfactory tool has been established to quickly capture MS data during exposure. To fill this gap, we introduce the Fast MS Scale (FMS), a verbal rating scale ranging from zero (no sickness at all) to 20 (frank sickness). Also, little is known about the role of expectancy effects in MS studies. We conducted an experiment that addressed this issue. Method: For this study, 126 volunteers participated in two experiments. During stimulus presentation, participants had to verbally rate the severity of MS every minute before filling in the Simulator Sickness Questionnaire (SSQ). To measure expectancy effects, participants were separated into three groups with either positive, negative, or neutral expectations. Results: We compared the verbal ratings with the SSQ scores. Pearson correlations were high for both the SSQ total score (r = .785) and the nausea subscore (r = .828). No expectancy effects were found. Conclusion: The FMS is a fast and valid method to obtain MS data. It offers the possibility to record MS during stimulus presentation and to capture its time course. We found expectancy not to play a crucial role in MS. However, the FMS has some limitations. Application: The FMS offers improved MS measurement. It is fast and efficient and can be performed online in environments such as virtual reality.
Frontiers in Psychology | 2015
Behrang Keshavarz; Bernhard E. Riecke; Lawrence J. Hettinger; Jennifer L. Campos
The occurrence of visually induced motion sickness has been frequently linked to the sensation of illusory self-motion (vection), however, the precise nature of this relationship is still not fully understood. To date, it is still a matter of debate as to whether vection is a necessary prerequisite for visually induced motion sickness (VIMS). That is, can there be VIMS without any sensation of self-motion? In this paper, we will describe the possible nature of this relationship, review the literature that addresses this relationship (including theoretical accounts of vection and VIMS), and offer suggestions with respect to operationally defining and reporting these phenomena in future.
Experimental Brain Research | 2014
Behrang Keshavarz; Lawrence J. Hettinger; Daniel Vena; Jennifer L. Campos
Vection is the illusion of self-motion in the absence of real physical movement. The aim of the present study was to analyze how multisensory inputs (visual and auditory) contribute to the perception of vection. Participants were seated in a stationary position in front of a large, curved projection display and were exposed to a virtual scene that constantly rotated around the yaw-axis, simulating a 360° rotation. The virtual scene contained either only visual, only auditory, or a combination of visual and auditory cues. Additionally, simulated rotation speed (90°/s vs. 60°/s) and the number of sound sources (1 vs. 3) were varied for all three stimulus conditions. All participants were exposed to every condition in a randomized order. Data specific to vection latency, vection strength, the severity of motion sickness (MS), and postural steadiness were collected. Results revealed reduced vection onset latencies and increased vection strength when auditory cues were added to the visual stimuli, whereas MS and postural steadiness were not affected by the presence of auditory cues. Half of the participants reported experiencing auditorily induced vection, although the sensation was rather weak and less robust than visually induced vection. Results demonstrate that the combination of visual and auditory cues can enhance the sensation of vection.
Teleoperators and Virtual Environments | 2012
Behrang Keshavarz; Heiko Hecht
Optic flow in visual displays or virtual environments often induces motion sickness (MS). We conducted two studies to analyze the effects of stereopsis, background sound, and realism (video vs. simulation) on the severity of MS and related feelings of immersion and vection. In Experiment 1, 79 participants watched either a 15-min-long video clip taken during a real roller coaster ride, or a precise simulation of the same ride. Additionally, half of the participants watched the movie in 2D, and the other half in 3D. MS was measured using the Simulator Sickness Questionnaire (SSQ) and the Fast Motion Sickness Scale (FMS). Results showed a significant interaction for both variables, indicating highest sickness scores for the real roller coaster video presented in 3D, while all other videos provoked less MS and did not differ among one another. In Experiment 2, 69 subjects were exposed to a video captured during a bicycle ride. Viewing mode (3D vs. 2D) and sound (on vs. off) were varied between subjects. Response measures were the same as in Experiment 1. Results showed a significant effect of stereopsis; MS was more severe for 3D presentation. Sound did not have a significant effect. Taken together, stereoscopic viewing played a crucial role in MS in both experiments. Our findings imply that stereoscopic videos can amplify visual discomfort and should be handled with care.
Displays | 2011
Behrang Keshavarz; Heiko Hecht; Lisa Zschutschke
Abstract Motion sickness (MS) can be a debilitating side-effect not just of sea travel, but also when immersed in video games or virtual environments (visually induced MS). To explore the impact of visual display parameters on motion sickness, we presented footage taken on an automobile race track to different groups of observers during three experiments. In Experiment 1, one group watched the movie wearing a head-mounted display (HMD) and a second group looked at a large projection screen with unrestricted view. Resolution and visual angle were equated. In contrast to common assumption, the projection screen produced significantly higher motion sickness scores than the HMD. To understand this rather surprising result, two further groups watched the movie with a limited field of view and reduced display angle, either through a synoptic device or a reduction screen (Experiment 2). Visually induced MS was reduced in both groups to the same extent. In Experiment 3, a fifth group of observers looked at the large screen with a limited field of view, but with unrestricted display angle. Results again showed decreased sickness scores. We conclude that another factor above and beyond display angle is critical to explain visually induced MS, namely the visual surround of the display. If present, the surround increases visually induced MS by causing an additional intra-visual conflict that makes it harder for the visual system to dominate the vestibular information and thus increases the nauseogenic conflict between visual and vestibular information.
Applied Ergonomics | 2014
Behrang Keshavarz; Heiko Hecht
Visually induced motion sickness (VIMS) is a well-known side-effect in virtual environments or simulators. However, effective behavioral countermeasures against VIMS are still sparse. In this study, we tested whether music can reduce the severity of VIMS. Ninety-three volunteers were immersed in an approximately 14-minute-long video taken during a bicycle ride. Participants were randomly assigned to one of four experimental groups, either including relaxing music, neutral music, stressful music, or no music. Sickness scores were collected using the Fast Motion Sickness Scale and the Simulator Sickness Questionnaire. Results showed an overall trend for relaxing music to reduce the severity of VIMS. When factoring in the subjective pleasantness of the music, a significant reduction of VIMS occurred only when the presented music was perceived as pleasant, regardless of the music type. In addition, we found a gender effect with women reporting more sickness than men. We assume that the presentation of pleasant music can be an effective, low-cost, and easy-to-administer method to reduce VIMS.
PLOS ONE | 2014
Behrang Keshavarz; Lawrence J. Hettinger; Robert S. Kennedy; Jennifer L. Campos
Auditory cues can create the illusion of self-motion (vection) in the absence of visual or physical stimulation. The present study aimed to determine whether auditory cues alone can also elicit motion sickness and how auditory cues contribute to motion sickness when added to visual motion stimuli. Twenty participants were seated in front of a curved projection display and were exposed to a virtual scene that constantly rotated around the participants vertical axis. The virtual scene contained either visual-only, auditory-only, or a combination of corresponding visual and auditory cues. All participants performed all three conditions in a counterbalanced order. Participants tilted their heads alternately towards the right or left shoulder in all conditions during stimulus exposure in order to create pseudo-Coriolis effects and to maximize the likelihood for motion sickness. Measurements of motion sickness (onset, severity), vection (latency, strength, duration), and postural steadiness (center of pressure) were recorded. Results showed that adding auditory cues to the visual stimuli did not, on average, affect motion sickness and postural steadiness, but it did reduce vection onset times and increased vection strength compared to pure visual or pure auditory stimulation. Eighteen of the 20 participants reported at least slight motion sickness in the two conditions including visual stimuli. More interestingly, six participants also reported slight motion sickness during pure auditory stimulation and two of the six participants stopped the pure auditory test session due to motion sickness. The present study is the first to demonstrate that motion sickness may be caused by pure auditory stimulation, which we refer to as “auditorily induced motion sickness”.
Aviation, Space, and Environmental Medicine | 2011
Behrang Keshavarz; Heiko Hecht
BACKGROUND Motion sickness (MS) is a well-known phenomenon in aviation and in virtual environments such as simulators or computer games. The severity of MS is thought to be due to the amount of sensory conflict, which should increase with the complexity of the simulated motion. The present study focused on the direction and complexity of simulated body rotations in the genesis and severity of visually induced MS. METHODS Three simulated rollercoaster rides including translational movement in the fore-aft axis and additional rotational motion either in pitch only, along the pitch and roll axes, or in pitch, roll, and yaw were generated. We presented video clips of 15 min on a large projection screen to a total number of 61 volunteers, who were randomly assigned to 1 of the 3 rotational motion groups. MS was measured using the Fast Motion Sickness Scale (20-point verbal rating scale) and the Simulator Sickness Questionnaire. Aftereffects were captured up to 5 h after the experiment was finished. RESULTS Analyses indicated lowest MS scores in the pitch-only condition (1.95). Dual- (4.33) or triple-axis (5.30) combinations revealed significantly higher MS scores than the single-axis condition, but surprisingly did not differ from each other. MS started to subside rapidly after about 1 h past stimulus presentation. DISCUSSION We conclude that the complexity of visual motion does not increase MS linearly. Instead, we propose that MS reached a plateau in the dual-axis condition and adding a third rotational axis did not further surpass the severity of MS reached.
Proceedings of the Human Factors and Ergonomics Society Annual Meeting | 2012
Behrang Keshavarz; Heiko Hecht
Visually induced motion sickness (VIMS) is a well-known phenomenon in virtual environments, simulators, and videogames. We conducted an experiment to analyze the role of sound on the severity of VIMS and the feeling of presence in videogames. Thirty-two subjects first watched a pre-recorded sequence of the game “Mirrors Edge” and then played the game actively. Game-play sound was activated for half of the participants. VIMS was measured via the Simulator Sickness Questionnaire and the Fast Motion Sickness Scale, presence was captured using the Presence Questionnaire. Results showed severe VIMS in all participants during the passive video session, whereas active-play revealed only moderate VIMS. However, in both conditions sound turned out to have no effect, neither on the severity of VIMS nor on the amount of presence. We found a moderate negative correlation between VIMS and presence. The results indicate that sound is less important than often thought.
Frontiers in Psychology | 2016
Robert Ramkhalawansingh; Behrang Keshavarz; Bruce Haycock; Saba Shahab; Jennifer L. Campos
Recent evidence suggests that visual-auditory cue integration may change as a function of age such that integration is heightened among older adults. Our goal was to determine whether these changes in multisensory integration are also observed in the context of self-motion perception under realistic task constraints. Thus, we developed a simulated driving paradigm in which we provided older and younger adults with visual motion cues (i.e., optic flow) and systematically manipulated the presence or absence of congruent auditory cues to self-motion (i.e., engine, tire, and wind sounds). Results demonstrated that the presence or absence of congruent auditory input had different effects on older and younger adults. Both age groups demonstrated a reduction in speed variability when auditory cues were present compared to when they were absent, but older adults demonstrated a proportionally greater reduction in speed variability under combined sensory conditions. These results are consistent with evidence indicating that multisensory integration is heightened in older adults. Importantly, this study is the first to provide evidence to suggest that age differences in multisensory integration may generalize from simple stimulus detection tasks to the integration of the more complex and dynamic visual and auditory cues that are experienced during self-motion.