Variants · VR
Running VR sessions safely
Calm participants, safe sessions, clean data.
A VR session starts before the headset goes on. These questions cover safety, preparing the participant and running each trial.
HVS 6D VR water maze checklist
Work through the connection steps in order and check safety before every participant; it gives you a stable, comfortable session.
Before the first trial
- Your own safety procedures in place; participants advised not to drive or operate machinery straight after VR until they have readjusted.
- Treadmill: both closure gate clips in place and locked, and all grub screws firmly tightened; cable plugged into the PC.
- Headset boundary set and view recentred with the participant standing exactly where they will be during trials.
- Link cable in the USB-C port on the graphics card, with Air Link turned off.
- Connection steps done in order, waiting 30 seconds after ‘Prepare to Enable Link’, then ‘Start SteamVR’.
- vrScript checked: SET_SCENE exactly matching a scene name, start points, target, trial type and cues; a copy kept in a separate folder.
- Room, supervision and participant screening: agreed in your risk assessment and ethics approval.
Every session
- Headset fitted and image made clear with the lens slider.
- Treadmill users have practised the chosen movement, and the same motion type is used for all participants.
- Participant has practised in the pre-trial location.
- Participant asked to stop moving before you press Enter to start the trial.
- Disrupted trial: press Escape, then Enter to re-run (labelled rerun).
- .BOND, .hvs and .sum files backed up.
Questions people ask
What safety precautions should I take with VR participants?
VR can briefly disorientate people, so plan for that and make treadmill use safe. 1) Advise participants not to drive or operate machinery straight afterwards. 2) On the treadmill, they hold the rail with both hands when stepping in. 3) Use non-slip shoes unless using the supplied low-friction overshoes. 4) Supervise treadplate users closely.
More detail
VR can be temporarily disorientating and affect perception of reality afterwards, so HVS strongly recommends that participants, especially after long or repeated trials, do not drive or operate machinery until re-adjusted, and that you put your own risk procedures in place. The treadmill base is low-friction: with lubricant and treadmill overshoes participants must hold the frame with both hands when stepping in until used to sliding; change shoes on a mat beside the treadmill (overshoes are not for hard floors). Without overshoes, wear non-slip shoes such as running shoes. Treadplate users need non-slip shoes and a supervisor who can help them balance. Put procedures in place for anyone with balance difficulties.
Going deeper
Both closure-gate clips on the metal-framed treadmill must be locked whenever a participant is immersed. Participants hold the rail initially while getting used to moving in VR. Treadmill motion matching visual motion reduces motion sickness; very low frame rates or lag between optical and vestibular input increase it.
How do I fit the headset and prepare a participant for a VR session?
Fit the headset with the participant in the set-up position, sharpen the image, then let them practise moving before the trial. 1) Loosen the dial and top strap; put the headset on from the back (from the front if wearing glasses). 2) Tighten, then adjust the lens slider until sharp. 3) Click 'Run HVS 6D VR' and press the experiment's function key. 4) Explain moving: walk (or slide-step) to go forward, turn your body to change direction; look slightly upwards to see the cues.
More detail
Position the participant where the headset was set up. Explain that they can look around using the headset and turn their body; in the water maze, looking slightly upwards shows the distal cues and looking around on the platform helps learn its position. Fit the headset, adjust for the clearest image, then fine-tune with the lens slider. Click 'Run HVS 6D VR', wait for the default scene, then press the function key for your experiment; the participant appears at the pre-trial location. With hand controllers: left thumbstick forward to move, right thumbstick to turn. On the treadmill, stepping on the spot is usually recommended; overshoes allow slide-step or scoot actions (practise without the headset first; very slippery); use the same motion for all participants in an experiment; hold the rail initially.
Going deeper
Glasses wider than 142 mm or taller than 50 mm, or touching the headset lenses, should be removed. Key-press and head-tilt navigation are easiest to explain and practise inside VR. Mobility-limited participants can use arrow keys or walk in an open space or wheelchair, depending on the system.
How do I start a VR trial, re-run it, or stop the series?
Ask the participant to stop moving, then press Enter to start the trial. 1) Escape stops the current trial; Enter re-runs it (saved with 'rerun' in the file name). 2) Shift+Escape closes the program; the cancelled trial is saved as far as it got. 3) If the vrScript has an error, scroll to the bottom of the error log to see which line to fix.
More detail
Let the participant practise looking around, stopping, starting and turning at the pre-trial location. Ask them to stop moving before you press Enter, otherwise they could 'escape' and land on the pool rim, lab floor or featureless plane rather than in the pool. Enter places them at the trial start point. In case of disruption (for example a fire drill), Escape stops the trial and Enter re-runs it; the series then continues, the re-run is labelled 'rerun' and the original is saved as far as it got. Shift+Escape closes the program, saving the cancelled trial. vrScript errors show an error log; the bottom names the lines to correct. Pressing a function key with no matching file runs default.vrScript.
Going deeper
Consecutive trials with identical start directions keep the participant's view from the end of the previous trial; build in an inter-trial interval if they need to turn back to the calibrated direction: start rotation is set relative to the calibrated real-world facing direction, so a participant facing away from it starts facing the other way in VR.
The participant walks through the virtual wall or starts on the lab floor. How do I stop that?
Usually the headset view doesn't match where the participant is really standing, or they were moving when you pressed Enter. 1) Recentre the headset view with the participant standing in their real trial position (hold the Meta button, or Quick controls > Reset view). 2) Ask them to stop moving before you press Enter. 3) If they land on the rim, lab floor or a featureless plane, press Escape, then Enter to re-run the trial. 4) Check the start coordinates are inside the scene.
More detail
Walking through the pool wall and starting outside the pool both point to the headset position not matching the participant's real position: recentre or reset the view with the participant standing exactly where they take part. Ask them to stop moving before you press Enter, otherwise they can 'escape' and land on the pool rim, lab floor or featureless plane; Escape stops the trial and Enter re-runs it. They should also not step or lean forward just before you press the function key. Keep start and target points within about 7/9 of the pool radius (draw a 9-unit circle for the pool edge and a 7-unit circle inside it; anything on or within the inner circle is fine), so the virtual body doesn't overlap the wall when the next trial starts. If the participant slides towards the wall on the treadmill, turn off Sticky Keys in Windows accessibility settings. A grey or empty scene means the start coordinates are outside the scene.
Going deeper
If it continues after these checks, please contact HVS with the vrScript and a description of when it happens.
How do I check for motion sickness?
Ask participants about symptoms before and after the session, and stop if they feel unwell. Advise them not to drive until symptoms have gone. Your local ethics approval and safety rules always take precedence.
More detail
Check for motion sickness by asking about symptoms before, during and after the session, using a standard questionnaire. The Simulator Sickness Questionnaire is the established measure [Kennedy 1993]. Symptoms can persist and become more apparent hours after use [manufacturer safety instructions].
Going deeper
Very low frame rates, or lag between what participants see and what their sense of balance feels, increase sickness; treadmill motion that matches the visual motion reduces it. Keep the frame rate high and close other programs on the VR PC.
How should I set up the space and keep the headset clean?
Clear a space of at least 2 × 2 m, use a spotter, and clean the headset and controllers between participants with non-alcohol antibacterial wipes (lenses with a dry microfibre cloth). Your local ethics approval and safety rules always take precedence.
More detail
Set up a clear, safe play area and clean the headset between participants. Allow a roomscale space of at least 2 × 2 m; clean between uses with skin-friendly, non-alcohol wipes; no liquids on the lenses; replace a worn facial interface; do not share with anyone with a contagious eye, skin or scalp condition [manufacturer safety instructions].
Going deeper
Your institution's infection-control rules take precedence.
For the headset, treadmill and PC, see virtual Morris water maze equipment.
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