Physiological Problematics in Immersive Environments

Stuart Minnis

 

Nicholas Negroponte’s 1995 book Being Digital is perhaps the most widely read text on the cultural sea change digital technology will necessitate.  In it, he briefly describes his optimistic prospects for virtual reality (VR) technology, noting its history in flight simulation and other military applications and then speculating on its future as a general-purpose computing interface.  The imminent VR future, he assures the reader, will allow simulation of any type of vehicle, learning and information retrieval based on spatial logic (which is the foundation of NASA’s Dataspace project), entertainment in unlimited imaginary theme parks, or navigation of the physically inaccessible, such as the inside of an organism or the Milky Way itself.[1]  A number of other writers have pointed out the real or potential utility of VR.  In addition to simulation and recreation, VR provides avenues for industrial design and architecture, treatment of phobias, telepresence (working via robotics in hazardous or otherwise inaccessible environments), telecollaboration, and medicine.  Regarding the last of these, and in relation to Negroponte’s predictions, consider the possibilities for bringing together scanning and VR technologies.  A doctor could take a trip through the patient’s body in real time to diagnose problems.  By extension, in the slightly more distant future, the physician could implement treatment through telecontrol of nanotech robotics.[2]

In describing the applicability of current VR technology, Negroponte notes only the computational constraints placed on representing the virtual environment (VE) in a visually realistic fashion.[3]  But given his technical expertise, his omission of problems in the human-factors area can only be seen as misinformation.  The technical literature in the field of VR clearly demonstrates that technical factors do not present nearly so great an obstacle to the widespread, general-computing use of VR as do human factors.[4] Stanney et al. write:

Motion sickness and other aftereffects (i.e., balance disturbances, visual stress, altered hand-eye coordination) are an unwanted by-product of VE exposure.  …There is concern that continued development of VE tecnology may be compromised by the presence of these maladies, which are experienced by a significant proportion of users.[5]

          We should begin by stipulating the usage of the term “immersive virtual reality.”  VR, like so many end-of-the-century terms, has been radically overused and abused.  So for our purposes it is useful to trim the definition down to a few loose necessaries.  A virtual reality system is any digital apparatus that allows the user to move within and interact with a graphically rendered, though fundamentally binary, three-dimensional space, the VE.  Under this description, 3D computer games or architectural software would be considered VR, even if the interface were nothing more than a standard keyboard/mouse/monitor combination.  This is acceptable so long as we differentiate between immersive and non-immersive VR.  In immersive VR, a variety of technologies are used to place the participant, cognitively speaking, within the three-dimensional VE.  This is achieved primarily through monopolizing the user’s entire field of view with the imagery of the VE.  The technologies that allow this to occur include surround screens, Cave Automatic Virtual Environment displays (CAVEs, for short), and, most commonly, head-mounted displays (HMDs).  Although most reception interface design has concentrated on visual immersion; sound, touch, and smell interfaces are all under development by various researchers.  But most human-factors problems currently under investigation are centered around the visual interface, so it is there that I wish to focus my attention.

          The most common negative symptom of VE immersion is nausea, [6] a phenomenon common enough to have earned its own neologism—“cybersickness.”  Ironically, nausea is a direct result of one putatively positive symptom of VE immersion, false motion.  You need not have participated in an immersive VE to be familiar with the sensation of false motion.  A very similar psychophysiological response is common among spectators of Imax films.  In both cases, the “hows” of false motion are the same.  In a typical computer game, television program, or film, the majority of the spectator’s field of view is dominated by a stable frame of reference.  Although the image on the screen may be hyperkinetic, the prominence of stability on the periphery assures the brain that the body is, in fact, stationary.  However, when an Imax movie screen or a VR head-mounted display robs the spectator of that peripheral stability, the center of the brain that processes visual information understands the signal as an actual bodily movement.  The result is false motion, the physical sensation of flying, falling, etc.  (Incidentally, I would hypothesize that the greater sense of presence that comes with sitting close to a normal TV or film screen—and thereby allowing visual motion to cover a greater portion of one’s field of view—is at the root of children’s propensity to sit a foot from the TV or in the front row of the movie theater.)

The skeptic may reply that other senses also participate in the overall processing of movement.  That is true; and it is also at the core of cybersickness.  But to understand why, we must have an explanatory model of motion sickness in general.  The theory that has been dominant since the mid-60s is described as the “sensory conflict” model.[7]  According to the sensory conflict model of motion sickness, motion cues from the visual system come into conflict with those provided by the vestibular system of the inner ear.  In normal situations, the information provided by these two systems is in agreement.  But imagine for example, that you are sitting in the back seat of a car and reading a book while the car is being driven down a winding road.  Your field of view is populated almost entirely by stable objects, and the visual apparatus therefore receives no cues that you are in motion.  Meanwhile, the fluids of your vestibular system are sloshing away, sending copious data to your brain that you are in motion.  The result is sensory conflict, which manifests itself as nausea.  (Why nausea?  Although the literature on the response is primarily qualitative, the predominant theory holds that it is an evolutionary adaptation.  Since sensory conflict is one major effect of the toxins commonly found in spoiled foods, many animals, including humans, evolved nausea, and by extension vomiting, as a method for expelling the offending toxins. [8])  The remedy in this common carsickness scenario is well known—sit in the front seat and look at the road, thus encouraging visual/vestibular agreement.

          In the case of immersive VR (or Imax cinema, for that matter), the exact opposite neurological inputs occur, but the result is similar.  In VR, the visual apparatus sends cues to the brain stem telling it the subject is moving, but the vestibular system sends no (or at least very few) movement cues.  Harris et al. write:

Consider the common virtual environment in which an operator equipped with a head-mounted display is physically limited to the tracking region of the head tracker and “flies” about an environment using a joystick or some other pointing device to signal desired motion.  Such a subject is then presented with a wealth of visual cues to self motion, but the non-visual cues that are found in the real-life version of the experience are sorely missing. . . .  A virtual environment with only visual cues ignores the physical cues to linear self motion which are largely signaled by the acceleration-sensitive otolith division of the vestibular system.[9]

The situation is furthermore exacerbated, not reduced, by improvements of image quality.  Much has been made of the low level of verisimilitude in most virtual environments, a problem primarily related to limitations in computing power.  Indeed, R. J. Stone has half-jokingly referred to VR as a form of sensory deprivation.[10]  Regarding VR flight simulation, Regan has noted, “The literature suggests that simulator sickness problems appear to get worse as the simulation gets better with technological progress.”[11]  That is, the closer a VE approximates photorealism, the more likely, and the more strongly, the participant will suffer cybersickness.  At any rate, Regenbrecht et al. are careful to point out that an increased sense of presence in the VE is not necessarily dependent on visual realism:

A further point can be made by referring to the paradox of experiencing virtual stimuli as real.  By acknowledging the virtual objects as sharing the environmental space with him or her, the user projects the perceived (felt) reality of his or her own body onto the virtual objects.  The virtual objects are experienced as real even if any sense of photorealism is absent.[12]

          At first, the problem of sensory conflict may seem like simply another minor technological roadblock.  But in fact, it amounts to a profound obstacle in VR advancement.  Consider that one of the raisons d’etre of VR, full freedom of movement within the VE, is severely compromised, and not by something as ephemeral as processing speed or display size, but rather by an inherent physiological trait of the human sensorium.

          Of course, significant research is ongoing in regard to the problem of cybersickness.  Potential solutions engage the problem at the sending end (the VR apparatus) or the receiving end (the human participant), but usually through some combination of both.  The most obvious strategy would be to nullify sensory conflict by introducing actual movement to the subject.  A specially designed VR chair or cockpit could move interactively with the participant’s movement within the VE.  There has been significant success with this model in high-end aircraft simulation.  But the drawbacks of such an approach are just as obvious.  The necessity of such a cumbersome and costly device would prevent any general-computing use of VR.  Cutting corners does not help the situation much, as John Vince notes several studies which indicate that anything less than the full six degrees of freedom (that is, pitch/roll/yaw and sway/surge/heave) in such devices still results in significant cybersickness problems. [13]

          An alternative would be to somehow decrease or eliminate the symptoms caused by sensory conflict.  This adaptive approach seeks to create immunity in the VR participant through a progressive series of limited exposures.  At first glance, the research supporting adaptation seems promising.  Regan notes, “adaptation can cause dramatic reduction in symptoms for approximately 95% of all normal individuals, although it is generally accepted that 5% of the population will never acquire immunity to sickness, irrespective of length of exposure.” [14]  Stanney et al. indicate that dramatic decreases can be achieved with as few as four exposures.[15]  But the drawbacks to adaptation may not be worth the advantages.  Stanney et al. go on to point out that, “Although such adaptation may sound advantageous, aftereffects may make individuals maladapted for the return to the ‘real’ world once VE interaction concludes . . . leaving the participants ‘miscalibrated for the real world’.” [16]  In a moment I will argue that much of the philosophical discussions of VR are premature; but here, at least, we have a genuine postmodern dilemma.  The use of a machine designed to simulate reality causes impairments in the cognitive abilities that help subjects navigate the non-virtual world.

          I must now admit that I have been using the term “cybersickness” perhaps a bit too specifically, essentially equating it with nausea.  Most researchers use it more loosely—any negative physiological symptoms associated with VE exposure are described as variations of cybersickness.  Nausea is the most commonly cited and arresting issue, but other cybersickness symptoms include drowsiness, fatigue, headache, eye strain, and sopite syndrome, which is “characterized by lowered arousal or mood during or after VE use.”[17]  Furthermore, I have only described one characteristic type of sensory conflict, but the image processing speed of the VR system can also cause a conflict akin to traditional motion sickness.  Regan explains:

There is the additional problem that can be caused by display update lags.  Such lags can induce a conflict for the user when the time between an action (such as a head movement) and the result (change in visual scene) becomes discernible.  The visual-vestibular conflict here arises from discrepancies in time between the actual physical movement, which provides the vestibular cues, and the movement of the visual field.[18]

The human-factors problems facing immersive VR development are therefore great.  And with only a few exceptions, technological solutions for cybersickness symptoms do not seem apparent.  It is a curious aspect, then, of most popular and philosophical writing on VR that cybersickness is barely, if at all, discussed.  Whether utopian or reactionary, these writers seem magnificently unaware of human-factors problems.

          Writers of VR literature aimed at a mass audience are, as might be expected, most guilty of futuristic naivete.  I have already mentioned Nicholas Negroponte, who’s view of progress in digital technology seems to be something like, good developments are inevitable due to their inherent virtue.  L. Casey Larijani’s The Virtual Reality Primer, another leading popular title, spends most of its 206 pages inventorying the VR application horn of plenty without even once mentioning these serious human-factors issues.  The anthology, Communication in the Age of Virtual Reality, and Fred Moody’s The Visionary Position likewise give cybersickness short shrift.  In fairness, I should note John Vince’s Essential Virtual Reality.  Vince is an important working researcher in the field, and his is the only popular text that discusses human factors in any depth.  But even here, the author displays a technologically deterministic view, trusting that these problems will be readily overcome.

One might furthermore easily argue that the predominant notions of immersive VR in the public mind come not from books, but from media representations and countless unfiltered internet discussions.  Johnny Mnemonic, Lawnmower Man, Star Trek: The Next Generation, Strange Days, eXistenZ, and The Matrix, among others, go farther than any books in shaping the public imagination regarding VR.  And if these deal with physical factors at all, it is to symbolically render the existential dilemmas presented by the mythology of VR, rather than to point out the technology’s actual interface shortcomings.

          More scholarly VR writings in qualitative, as opposed to technical, veins have also refused to problematise cybersickness.  This seems odd, considering that this area of the literature is almost uniformly concerned with rejecting euphoric attitudes toward VR technology.  Philosopher Michael Heim, in The Metaphysics of Virtual Reality, centers his discussion, as the title suggests, around questions of being posed by VR, but without considering how cybersickness may figure into those questions.[19]  Additionally, Mark Slouka’s War of the Worlds is typical—much ado about the philosophical problems putatively presented by VR but actually very little thought based on physiological and psychological research.[20]

Probably the broadest text in the humanities literature is the anthology, The Virtual Embodied: Presence, Practice, Technology.[21]  The contributors discuss VR from a variety of perspectives, with the balance tipped toward post-structuralism.  Once again, physiological factors are largely ignored.  The most psychologically sophisticated piece in the volume is Max Velmans’ “Physical, Psychological, and Virtual Realities.”  In it, he, at least, acknowledges the speculative nature of his argument:

It is notoriously difficult to predict how far new technologies will develop or what their social impact will be.  However, let us suppose that VR worlds eventually become so convincing that they are no longer clearly distinguishable from actual worlds (this blurring of imagination into reality already exists, for some, in vivid dreams).[22]

          It is not my intention to imply that the VR literature described above has no worth.  We would be in a far worse condition if cultural and existential questions were not addressed.  But it is difficult not to feel that scholarly examination of the deeper issues in VR is based too much on naive popular notions of what VR is and will be—the mythology of VR, not VR as it is.  We are addressing question nine while question four goes unconsidered.  The current human-factors problems are too great to be glossed over in every branch of the literature other than the technical, and the possible avenues for cultural and philosophical analysis in this more timely, if less grandiose, area are ripe.


Notes

 

[1] Nicholas Negroponte, Being Digital (New York: Random House, 1995), 117-119.

[2] In addition to Negroponte, see especially Frank Biocca and Mark R. Levy, eds., Communication in the Age of Virtual Reality (Hillsdale, NJ: Lawrence Erlbaum, 1995); L. Casey Larijani, The Virtual Reality Primer (New York: McGraw-Hill, 1996); Fred Moody, The Visionary Position: The Inside Story of the Digital Dreamers who are Making Virtual Reality a Reality (New York: Random House, 1999); and John Vince, Essential Virtual Reality (London: Springer, 1998).

[3] Negroponte, Being Digital, 118.

[4] See especially Laurence Harris et al., “Vestibular Cues and Virtual Environments,” Proceedings of the IEEE 1998 Virtual Reality Annual International Symposium (Los Alamitos, CA: IEEE, 1998); E. C. Regan, “Some Human Factors Issues in Immersive Virtual Reality: Fact and Speculation,” Virtual Reality Applications, R. A. Earnshaw, J. A. Vince, and H. Jones, eds. (London: Academic Press, 1995); Holger Regenbrecht, Thomas Shubert, and Frank Friemann, “Measuring the Sense of Presence and its Relations to Fear of Heights in Virtual Environments,” The International Journal of Human-Computer Interaction, 10/3: 233-49; Kay Stanney et al., “Aftereffects and Sense of Presence in Virtual Environments: Formulation of a Research and Development Agenda,” The International Journal of Human-Computer Interaction, 10/2: 135-87; and Robert Kennedy and Kay Stanney, “Postural Instability Induced by Virtual Reality Exposure,” The International Journal of Human-Computer Interaction, 8/1: 25-47.

[5] Stanney et al., “Aftereffects and Sense of Presence,” 139.

[6] Stanney at al., “Aftereffects and Sense of Presence,” 139; Regan, “Some Human Factors Issues,” 165.

[7] See J. B. Murray, “Psychophysiological Aspects of Motion Sickness,” Perceptual and Motor Skills, 85/3: 1163-67; Eric Muth et al., “A Psychophysiological Paradigm for the Study of Nausea,” The Journal of Psychophysiology, 12/1: 56-61; and T. Probst and U. Schmidt, “The Sensory Conflict Concept for the Generation of Nausea,” The Journal of Psychophysiology, 12/1: 34-49.

[8] Steven Pinker, How the Mind Works (New York: Norton, 1997), 264-266.

[9] Harris et al., “Vestibular Cues and Virtual Environments,” 133.

[10] R. J. Stone, “Virtual Reality—The Serious Side; Where Next, and How?” Proceedings of Virtual Reality 91: Impacts and Applications (London: Meckler, 1991), 73.

[11] Regan, “Some Human Factors Issues,” 167.

[12] Regenbrecht et al., “Measuring the Sense of Presence,” 235.

[13] Vince, Essential Virtual Reality, 68.

[14] Regan, “Some Human Factors Issues,” 167.

[15] Stanney et al., “Aftereffects and Sense of Presence,” 140.

[16] Stanney et al., “Aftereffects and Sense of Presence,” 144.

[17] Stanney et al., “Aftereffects and Sense of Presence,” 143.

[18] Regan, “Some Human Factors Issues,” 169.

[19] Michael H. Heim, The Metaphysics of Virtual Reality (London: Oxford Univ. Press, 1994).

[20] Mark Slouka, War of the Worlds: Cyberspace and the High-Tech Assault on Reality (New York: Basic Books, 1995).

[21] John Wood, ed., The Virtual Embodied: Presence, Practice, Technology (London: Routledge, 1998).

[22] Max Velmans, “Physical, Psychological, and Virtual Realities,” The Virtual Embodied, 57.