Sabaragamuwa University of Sri Lanka

Effects of Pulling One’s Body on Snowboarding Experience in HMD-Based VR

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dc.contributor.author Nawarathna, N.H.S.M.
dc.contributor.author Sawada, H.
dc.contributor.author Nomura, S.
dc.contributor.author Nishiyama, Y.
dc.date.accessioned 2023-10-25T08:43:16Z
dc.date.available 2023-10-25T08:43:16Z
dc.date.issued 2023-05-30
dc.identifier.isbn 978-624-5727-37-7
dc.identifier.uri http://repo.lib.sab.ac.lk:8080/xmlui/handle/susl/4044
dc.description.abstract We conducted indoor experiments to investigate whether the virtual reality experience is affected by pulling the participant’s body to the direction of the acceleration vector or inertia force in accordance with a video scene of the viewpoint of snowboarder. Participants viewed the prerecorded 360 video images lasting for 405 seconds via a headmounted display and performed experiments under three conditions on different days: No pulling (N), Acceleration (A) and Inertia (I) conditions. They wore snowboard boots mounted on wooden board (mimic snowboard) and are equipped with waist belt with ropes that experimenters pulled. We performed psychological measurements (cybersickness, presence, a sense of agency, and subjective time) and behavioral measurements (postural instability). To quantify the postural instability, we calculated fluctuations in center of foot pressure (CoP) throughout the intervention period. The CoPs along a mediolateral axis (x-axis) and an anteroposterior axis (y-axis) were obtained from CoPx = −PLT − PLH + PRT + PRH PLT + PLH + PRT + PRH and CoPy = PLT − PLH + PRT − PRH PLT + PLH + PRT + PRH where P is a measured value of pressure sensors (at a rate of 200 Hz) installed on left or right toes and heels. Results of descriptive statistics imply that pulling in either direction alleviates cybersickness (e.g., Nausea subscale in the Simulator Sickness Questionnaire: 44.5 in N, 28.6 in A, 30.0 in I), slightly improves presence (e.g., presence rating: 4.5 in N, 5.0 in A, 4.9 in I), shortens the perception of time (rating: 68.8 in N, 57.5 in A, 51.7 in I), and increases postural instability (SD(CoPx ): 0.09 in N, 0.23 in A, 0.30 in I; SD(CoPy ): 0.13 in N, 0.26 in A, 0.35 in I). Moreover, subscales in cybersickness measure (oculomotor and disorientation symptoms) and the degree of postural instability seems to depend on pulling directions, suggesting that the direction may be one of considerable factors to manipulate user’s movements when developing VR training system to acquire motor skills for accelerated locomotion. en_US
dc.language.iso en en_US
dc.publisher Sabaragamuwa University of Sri Lanka en_US
dc.subject Virtual Reality en_US
dc.subject Snowboarding en_US
dc.subject Accelerated Motion en_US
dc.subject Inertia Force en_US
dc.subject Pulling en_US
dc.title Effects of Pulling One’s Body on Snowboarding Experience in HMD-Based VR en_US
dc.type Article en_US


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