Behrang KeshavarzToronto Rehabilitation Institute · Research
Behrang Keshavarz
PhD
About
82
Publications
27,387
Reads
How we measure 'reads'
A 'read' is counted each time someone views a publication summary (such as the title, abstract, and list of authors), clicks on a figure, or views or downloads the full-text. Learn more
2,642
Citations
Introduction
Additional affiliations
November 2014 - present
October 2012 - December 2014
April 2008 - September 2012
Publications
Publications (82)
Virtual Reality (VR) applications are increasingly being utilized for research, healthcare, and education. Despite their benefits, many VR users report motion sickness-like sensations (cybersickness), such as headache, disorientation, or nausea. Previous studies suggest that the sense of presence (“being there”) in the virtual world may contribute...
An important aspect to an immersive experience in Virtual Reality is vection, defined as the illusion of self-motion. Much of the literature to date has explored strategies to maximize vection through manipulations of the visual stimulus (e.g., increasing speed) or the experimental context (e.g., framing of the study instructions). However, the rol...
Vection is typically defined as the embodied illusion of self-motion in the absence of real physical movement through space. Vection can occur in real-life situations (e.g., ‘train illusion’) and in virtual environments and simulators. The vast majority of vection research focuses on vection caused by visual stimulation. Even though visually induce...
Visually induced motion sickness (VIMS) is a common phenomenon when using visual devices such as smartphones and virtual reality applications, with symptoms including nausea, fatigue, and headache. To date, the neuro-cognitive processes underlying VIMS are not fully understood. Previous studies using electroencephalography (EEG) delivered mixed fin...
Visually induced motion sickness (VIMS) is a common side-effect when using visual displays such as Virtual Reality applications. The goal of the present study was to further investigate how VIMS is related to the sensations of vection (i.e., illusory self-motion) and presence (i.e., feeling of “being there”). In addition, we explored how acute stre...
The sensation of self-motion in the absence of physical motion, known as vection, has been scientifically investigated for over a century. As objective measures of, or physiological correlates to, vection have yet to emerge, researchers have typically employed a variety of subjective methods to quantify the phenomenon of vection. These measures can...
Background
In prior research, we identified and prioritized ten measures to assess research performance that comply with the San Francisco Declaration on Research Assessment, a principle adopted worldwide that discourages metrics-based assessment. Given the shift away from assessment based on Journal Impact Factor, we explored potential barriers to...
Objective
The San Francisco Declaration on Research Assessment (DORA) advocates for assessing biomedical research quality and impact, yet academic organizations continue to employ traditional measures such as Journal Impact Factor. We aimed to identify and prioritize measures for assessing research quality and impact.
Methods
We conducted a review...
The widespread use of visual technologies such as Virtual Reality increases the risk of visually induced motion sickness (VIMS). Previously, the 6-item short version of the Visually Induced Motion Sickness Susceptibility Questionnaire (VIMSSQ short form) has been validated for predicting individual variation in VIMS. The aim of the current study wa...
The illusion of self-motion (vection) is a multisensory phenomenon elicited by visual, auditory, tactile, or other sensory cues. Aging is often associated with changes in sensory acuity, visual motion perception, and multisensory integration, processes which may influence vection perception. However, age-related differences in vection have received...
Driving simulators are highly valuable tools for various applications such as research, training, and rehabilitation. However, they are also known to cause simulator sickness, a special form of traditional motion sickness. Common side effects of simulator sickness include nausea, headache, dizziness, eye-strain, and/or disorientation, all symptoms...
Objective
The San Francisco Declaration on Research Assessment (DORA) advocates for assessing biomedical research quality and impact, yet academic organizations continue to employ traditional measures such as Journal Impact Factor. We aimed to identify and prioritize measures for assessing research quality and impact.
Methods
We conducted a review...
Minimizing simulator sickness is crucial for ensuring the well-being of users and for guaranteeing the integrity of driving performance data. Here, we compared the effect of direct and indirect airflow as potential countermeasures against simulator sickness in a high-fidelity driving simulator, further exploring the relationship between airflow, bo...
The sensation of self-motion in the absence of physical motion, known as vection, has been scientifically investigated for several decades. As reliable, objective measures of vection have yet to emerge, researchers have typically employed a variety of subjective methods to quantify the phenomenon of vection. These measures can be broadly categorize...
Recreational use of cannabis has been recently legalized in Canada, however, its impact on driving performance and safety is not well-defined. One experimental tool that can be implemented to better examine the link between cannabis use and driving impairment is driving simulation. Customized driving scenarios can be created to target and evaluate...
Visually induced motion sickness (VIMS) is a common sensation when using visual displays such as smartphones or Virtual Reality. In the present study, we investigated whether Machine Learning (ML) techniques in combination with physiological measures (ECG, EDA, EGG, respiration, body and skin temperature, and body movements) could be used to detect...
VIMSSQ correlated attributes, This is the BSNO (British Society Neuro Otology) poster at the BSNO Meeting 2021.
Introduction
Embodiment involves experiencing ownership over our body and localizing it in space and is informed by multiple senses (visual, proprioceptive and tactile). Evidence suggests that embodiment and multisensory integration may change with older age. The Virtual Hand Illusion (VHI) has been used to investigate multisensory contributions to...
Purpose of review:
Motion sickness is an ancient phenomenon that affects many people. Nausea, vomiting, disorientation, sweating, fatigue, and headache are just few of the many signs and symptoms that are commonly experienced during an episode of motion sickness. In the present review, we will provide an overview of the current research trends and...
A critical component to many immersive experiences in virtual reality (VR) is vection, defined as the illusion of self-motion. Traditionally, vection has been described as a visual phenomenon, but more recent research suggests that vection can be influenced by a variety of senses. The goal of the present study was to investigate the role of multise...
Objective
Two studies were conducted to develop and validate a questionnaire to estimate individual susceptibility to visually induced motion sickness (VIMS).
Background
VIMS is a common side-effect when watching dynamic visual content from various sources, such as virtual reality, movie theaters, or smartphones. A reliable questionnaire predictin...
Background: The introduction of new visual technologies increases the risk of visually induced motion sickness (VIMS). The aim was to evaluate the 6-item Visually Induced Motion Sickness Susceptibility Questionnaire (VIMSSQ; also known as the VIMSSQ-short) and other predictors for individual susceptibility to VIMS.
Methods: Healthy participants (10...
We present diagnostic criteria for motion sickness, visually induced motion sickness (VIMS), motion sickness disorder (MSD), and VIMS disorder (VIMSD) to be included in the International Classification of Vestibular Disorders. Motion sickness and VIMS are normal physiological responses that can be elicited in almost all people, but susceptibility a...
Vection is a perceptual phenomenon that describes the visually induced subjective sensation of self-motion in the absence of physical motion. Previous research has discussed the potential involvement of top-down cognitive mechanisms on vection. Here, we quantified how cognitive manipulations such as contextual information (i.e., expectation) and pl...
Visually induced motion sickness is an unpleasant but common side-effect of many simulations and VR-applications. We investigated whether an earth-fixed reference frame provided in the simulation is able to reduce motion sickness. To do so, we created a moving starfield that did not contain any indicators of the spatial orientation of the observer....
The present study investigated how valence, arousal, and subjective liking of music affect visually induced motion sickness (VIMS). VIMS is a common side effect when interacting with virtual environments, resulting in discomfort, dizziness, and/or nausea. Music has previously been shown to reduce VIMS, but the precise nature of this effect remains...
Moving visual stimuli can elicit the sensation of self-motion in stationary observers, a phenomenon commonly referred to as vection. Despite the long history of vection research, the neuro-cognitive processes underlying vection have only recently gained increasing attention. Various neuropsychological techniques such as functional magnetic resonanc...
Visually induced motion sickness (VIMS) is a specific form of motion sickness caused by dynamic visual content such as Virtual Reality applications. Predicting individual susceptibility to VIMS has proven to be difficult and a reliable method has yet to emerge. Here, we introduce the Visually Induced Motion Sickness Susceptibility Questionnaire (VI...
An efficient and reliable method to detect drowsiness can reduce accidents and injuries related to drowsy driving. However, existing systems for detecting drowsiness are often of low-resolution, expensive, and dependent on external parameters. Therefore, the goal of this study is to develop a high-resolution and efficient drowsiness detection algor...
Introduction/Aim: Opioids have a broad impact on the central nervous system; side effects may impact the psychomotor and cognitive skills required for driving. This study aims to evaluate the impact of chronic short-acting opioid therapy on driving performance measures in a high-fidelity driving simulator.
Methods: Adult chronic pain patients using...
Visual motion stimuli can induce the perception of self-motion in stationary observers (known as vection). In the present study, we investigated the sensory processing underlying vection by measuring the human event-related brain potential (ERPs) elicited by the movement onset of a visual stimulus. We presented participants a visual stimulus consis...
The purpose of this panel is to provide information on motion sickness in virtual environments and discuss human factors issues associated with visually induced motion sickness. With the continued growth of virtual reality devices comes challenges, one of which is the pervasiveness of motion sickness. A panel of experts on motion sickness will join...
Several factors contribute to the likelihood of experiencing illusory sensations of self-motion (i.e., vection) in Virtual Reality (VR) applications. VR users can also experience adverse effects such as disorientation, oculomotor issues, or nausea known as visually induced motion sickness (VIMS). The goal of the present study was to systematically...
Driving simulators are valuable tools for traffic safety research as they allow for systematic reproductions of challenging situations that cannot be easily tested during real-world driving. Unfortunately, simulator sickness (i.e., nausea, dizziness, etc.) is common in many driving simulators and may limit their utility. The experience of simulator...
Percepts about our body's position in space and about body ownership are informed by multisensory feedback from visual, proprioceptive, and tactile inputs. The Rubber Hand Illusion (RHI) is a multisensory illusion that is induced when an observer sees a rubber hand being stroked while they feel their own, spatially displaced, and obstructed hand be...
Visually induced motion sickness (VIMS) is a well-known sensation in virtual environments and simulators, typically characterized by a variety of symptoms such as pallor, sweating, dizziness, fatigue, and/or nausea. Numerous methods to reduce VIMS have been previously introduced; however, a reliable countermeasure is still missing. In the present s...
Illusory self-motion (vection) can be generated by visual stimulation. The purpose of the present study was to compare behavioral vection measures including intensity ratings, duration, and onset time across different visual display types. Participants were exposed to a pattern of alternating black-and-white horizontal or vertical bars that moved e...
Illusory self-motion (vection) can be generated by visual stimulation. The purpose of the present study was to compare behavioral vection measures including intensity ratings, duration, and onset time across different visual display types. Participants were exposed to a pattern of alternating black-and-white horizontal or vertical bars that moved e...
Estimating time-to-collision (TTC) is needed when pedestrians cross a road and a vehicle is approaching. An accurate auditory cue to judge the TTC of a sound source approaching at constant velocity is provided by the ratio of an object’s instantaneous sound intensity to its instantaneous rate of change in sound intensity (auditory τ). However, heur...
Virtual environments such as those used in video games and driving/flight simulators are used for entertainment and training, but are often associated with visually induced motion sickness (VIMS). In this study, we asked whether passive restraint of the head and torso could reduce VIMS in younger and older adults. Twenty-one younger (18–35 years) a...
Estimating time to contact (TTC) involves multiple sensory systems, including vision and audition. Previous findings suggested that the ratio of an object’s instantaneous optical size/sound intensity to its instantaneous rate of change in optical size/sound intensity (τ) drives TTC judgments. Other evidence has shown that heuristic-based cues are u...
Previous psychophysical research has examined how younger adults and non-human primates integrate visual and vestibular cues to perceive self-motion. However, there is much to be learned about how multisensory self-motion perception changes with age, and how these changes affect performance on everyday tasks involving self-motion. Evidence suggests...
The use of Virtual Environments (VE) is continuously growing and is becoming more important for research, rehabilitation, and entertainment. Unfortunately, visually induced motion sickness (VIMS) is still a major issue and a common side-effect of VEs. The symptom cluster of VIMS is multifaceted and can include oculomotor issues, fatigue, disorienta...
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...
Background
Visually-induced motion sickness (VIMS) is a common sensation using driving simulators, typically characterized by pallor, cold sweat, fatigue, dizziness, and/or nausea. Postural instability resulting from visual motion inputs has been discussed as a potential cause of VIMS. Interestingly, older adults are not only known to have reduced...
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...
Visually induced motion sickness (VIMS) is a common side effect in virtual environments and simulators. Several countermeasures against VIMS exist, but a reliable method to prevent or ease VIMS is unfortunately still missing. In the present study, we tested whether olfactory cues can alleviate VIMS. Sixty-two participants were exposed to a 15-min-l...
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 curve...
The overestimation of geographical slant is one of the most sizable visual illusions. However, in some cases estimates of close-by slopes within the range of the observer's personal space have been found to be rather accurate. We propose that the seemingly diverse findings can be reconciled when taking the viewing distance of the observer into acco...
Visually induced motion sickness (VIMS) is commonly experienced when a subject is immersed in a virtual environment and sensory information from the vestibular and visual senses is discordant. We have shown that auditory stimuli attenuate the effects of motion sickness (MS), if the stimulus is perceived to be pleasant. The goal of the current study...
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...
Illusory self-motion (known as vection) describes the sensation of ego-motion in the absence of physical movement. Vection typically occurs in stationary observers being exposed to visual information that suggest self-motion (e.g. simulators, virtual reality). In the present study, we tested whether sensory integration of visual information trigger...
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...
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 ga...
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 ta...
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 rotati...
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.
Several questionnaires measure MS before or after stimulus presentation, but no satisfactory tool has been established to quickly capture MS...
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. I...
One hundred fifty-one children and 43 adults judged which of 2 cartoon birds would be the first to arrive at a common finish line. Objects moved unidirectionally along parallel trajectories, either at the same or different speeds, and disappeared at different distances from the goal. Overall, 9-10-year-old children performed as well as adults, but...