• Title/Summary/Keyword: 멀미도

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Analysis of the cause of VIMS for minimizing VR nausea in VR environment (VR 환경에서의 사이버 멀미 최소화를 위한 어지럼증 유발 원인 분석)

  • Lee, Jae-Gap;Shin, Jeong-Hoon
    • Journal of the Institute of Convergence Signal Processing
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    • v.19 no.3
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    • pp.133-138
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    • 2018
  • VR technology is a technology that allows a user to experience virtual reality close to reality by wearing an HMD (Head Mounted Display) device. Recently, as the interest in VR technology increases due to the 4th industrial revolution, various HMD devices are spreading. As a result, VR technology is being rapidly applied to various fields, but many of them still experience VR nausea. VR nausea is caused mainly by visual factors, unlike motion nausea, such as car nausea, sea nausea, and air nausea. Such occurrence of VR nausea may be caused by the characteristics of visual information of VR video contents, the hardware characteristics of HMD devices blocking the external visual field, or the physical specificity of individuals, and it is difficult to distinguish the causes. In this paper, we aim to analyze the characteristics of Visually Induced Motion Nausea images focusing on VR video content, which is the cause of VR nausea, in order to search for minimization of Cyber sickness occurrence.

Effect of Inconsistency Between Visually Perceived Walking Speed and Physically Perceived Walking Speed on VR Sickness in VR-Treadmill Walking (가상현실-트레드밀 보행에서 시각적 속도감과 보행 속도감의 불일치가 가상현실 멀미에 미치는 영향)

  • Choi, InBeom;Park, Jong-Jin;Kim, ShinWoo;Li, Hyung-Chul O.
    • Science of Emotion and Sensibility
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    • v.23 no.3
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    • pp.79-90
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    • 2020
  • The inconsistency in different sensory information causes virtual reality (VR) sickness. This research verifies whether the consistent sensory information reduces VR sickness within treadmill-based virtual reality. Furthermore, we examined the inconsistency between the visually perceived walking speed by optical flow in VR and the physically perceived walking speed in treadmill walking on VR sickness. In Experiment 1, participants reported VR sickness levels while experiencing an increase in the virtual reality. We compared the VR sickness level reported on the standing still condition with that on the treadmill-walking condition. Based on our results, less VR sickness and more sense of presence and immersion were reported on the treadmill-walking condition than on the standing still condition. In Experiment 2 and Experiment 3, the effect of inconsistency between perceived visual speed and perceived walking speed on VR sickness was examined. Interestingly, participants reported less sickness when the perceived visual speed was faster than the perceived walking speed, compared to when the sense of speed was consistent. These results imply that allowing participants to walk on a treadmill while experiencing virtual reality reduces VR sickness. Hence, the perceived visual-walking speed consistency is not necessarily required to reduce VR sickness.

A Study on the Cyber motion sickness of VR Content -Focused on Content Environment- (VR 콘텐츠 사이버 멀미에 관한 연구 -콘텐츠 환경을 중심으로-)

  • Koo, Ja-yoon;Kim, Seung-In
    • Journal of the Korea Convergence Society
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    • v.10 no.3
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    • pp.135-140
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    • 2019
  • This study is aimed at analyzing cyber motion sickness factors focus on virtual environment-based VR and real-world VR. First literature study of cyber motion sickness, 3D animations and documentaries were conducted. As a measurement tool for the degree of motion sickness, the symptom values were measured in a standardized SSQ (Simulator Sickness Questnire) questionnaire. Following the measurement, an in-depth interview was conducted based on the SSQ questionnaire. The results are as follows, First, actual environment based VR caused bigger cyber motion sickness, second, values of strong saturation of VR contents cause cyber motion sickness. This study is expected to be used as design guidelines for configuring VR early contents and to be used for cyber motion sickness research.

A Study for Reducing of Cyber Sickness on Virtual Reality (가상현실 사이버멀미 완화에 관한 연구)

  • Song, Eun-Jee;Jung, A-Leum
    • Journal of Digital Contents Society
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    • v.18 no.3
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    • pp.429-434
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    • 2017
  • VR technology has been repidly developing thanks to development of a huge amount of new contents as well as new devices optimized for the virtual environment. Businesses in the IT sector have already started focusing on virtual reality, which might be considered as the center of industry in the future, and concentrated their efforts on development of VR, hardware and technology. Also, development of various VR device would lead to prosperity of media contents based on VR, Still, cyber sickness remain a serious problem waiting for an appropriate solution. In this paper we discuss causes for cyber sickness, analyze the relationship between cyber sickness and reflex eye movement and propose guidelines for the process of producing contents. In addition, we show experiments analyzing the effect of the proposed measures for alleviating cyber sickness.

The Efficacy of Biofeedback in Reducing Cybersickness in Virtual Navigation (생체신호 피드백을 적용한 가상 주행환경에서 사이버멀미 감소 효과)

  • 김영윤;김은남;정찬용;고희동;김현택
    • Science of Emotion and Sensibility
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    • v.5 no.2
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    • pp.29-34
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    • 2002
  • Our previous studies investigated that narrow field of view (FOV : 50˚) and slow navigation speed decreased the frequency of occurrence and severity of cybersickness during immersion in the virtual reality (VR). It would cause a significant reduction of cybersickness if it were provided cybersickness alleviating virtual environment (CAVE) using biofeedback method whenever subject underwent physiological agitation. For verifying the hypothesis, we constructed a real-time cybersickness detection and feedback system with artificial neural network whose inputs are electrophysiological parameters of blood pulse volume, skin conductance, eye blink, skin temperature, heart period, and EEG. The system temporary provided narrow FOV and decreased speed of navigation as feedback outputs whenever physiological measures signal the occurrence of cybersickness. We examined the frequency and severity of cybersickness from simulator sickness questionnaires and self-report in 36 subjects. All subjects experienced VR two times in CAVE and non-CAVE condition at one-month intervals. The frequency and severity of cybersickness were significantly reduced in CAVE than non-CAVE condition. Virtual environment of narrow FOV and slow navigation provided by electrophysiological features based artificial neural network caused a significant reduction of cybersickness symptoms. These results showed that efficiency of a cybersickness detection system we developed was relatively high and subjects expressed more comfortable in the virtual navigation environment.

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Research on Virtual Simulator Sickness Using Field of View Restrictor According to Human Factor levels (FOV Restrictor를 활용한 가상 멀미 저감 요소 기술연구)

  • Kim, Chang-seop;Kim, So-Yeon;Kim, Kwanguk
    • Journal of the Korea Computer Graphics Society
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    • v.24 no.3
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    • pp.49-59
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    • 2018
  • Simulator sickness is one of the important side effect of virtual reality. Simulator sickness is influenced by various factors, and field of view (FOV) is one of them. The FOV is a viewing angle limited by the screen, and when the FOV is reduced, the simulator sickness is reduced, and the presence is lowered. Previous study developed a Dynamic FOV Restrictor (Center-fixed FOV Restrictor) to reduce simulator sickness while maintaining presence. It is a method that limits the FOV dynamically by reflecting the speed and angular velocity of the avatar. We also developed Eye-tracking Based Dynamic FOV Restrictor (Eye-tracking FOV Restrictor) by adding head rotations and eye movements. This study attempts to compare the simulator sickness and the presence of the No FOV Restrictor condition, the Center-fixed FOV Restrictor condition, and the Eye-tracking FOV Restrictor condition. The results showed that the simulator sickness of the Center-fixed FOV Restrictor condition is significantly lower than other two conditions. The results also showed that there were no significant differences in presence in three conditions. The interpretations and limitations of this study are discussed in this paper.

The positive effect of motion base in virtual navigation (가상주행에서 모션베이스의 긍정적인 효과)

  • 김영윤;김은남;고희동;김현택
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2002.11a
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    • pp.103-109
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    • 2002
  • 본 연구에서는 가상현실사용자들이 모션베이스를 사용함에 따라 가상현실에 대한 평가가 어떻게 달라지는지를 조사하였다. 33명의 피험자를 대상으로 모션베이스 평가설문과 자기보고를 통해 가상현실에서의 현실감, 재미, 멀미감을 조사하고 가상주행 전, 중, 후에 내장근전위, 피부전도도, 말초체온, 말초혈류량, 심박률, 눈 깜박임의 생리신호를 측정, 분석함으로써 모션베이스 유무에 따른 심리·생리적인 변수들에서의 차이를 알아보았다. 모든 피험자는 2주 간격으로 모션베이스 사용조건과 모션베이스를 사용하지 않는 조건에서 두 번 가상현실을 경험하였다. 가상현실에 대한 현실감, 재미항목에서 모두 모션베이스를 사용한 조건이 높은 점수를 나타냈다. 또한 모션베이스를 사용한 조건에서 멀미보고수가 감소하는 경향이 나타났다. Tachyarrythmia의 상대파워 변화량과 PPG 최대진폭의 평균변화량 비교는 모션베이스를 사용한 가상현실 조건이 생리적인 요동을 적게 일으키는 것으로 나타났다. 이러한 결과들은 시각제시기와 동기화된 모션베이스를 도입함으로써, 가상현실에 대한 현실감은 높이면서 멀미감은 줄일 수 있다는 가능성을 보여준다.

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Relation between jittering from compensation for latency and VR sickness (가상현실 렌더링 지연시간 보상에 따른 떨림 현상과 멀미 간 관련성 연구)

  • Yoon, Wonbae;Han, JungHyun
    • Journal of the Korea Computer Graphics Society
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    • v.23 no.1
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    • pp.1-8
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    • 2017
  • For popularization of virtual reality hardwares, VR sickness come from latency is huge problem. To reduce latency, most of the HMDs use cable for video transmission. However, cable causes spatial limitation that disturb user experience. For maximize user's immersion, wireless video transmission system is necessary. Unfortunately, wireless video transmission's latency is much longer than cable's latency. Prediction algorithms may reduce latency but cause jittering effect as a side effect. This paper experiment how jittering effect affects VR sickness. The result of experiment shows jittering effect make vr sickness worse. Future research about prediction algorithm should consider both prediction error and jittering effect.

Causes of Cyber Sickness of VR Contents: An Experimental Study on the Viewpoint and Movement (VR 콘텐츠의 사이버 멀미 유발 요인: 시점과 움직임의 효과에 대한 실험 연구)

  • Jung, Ji-Young;Cho, Kwang-Su;Choi, Jinhae;Choi, Junho
    • The Journal of the Korea Contents Association
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    • v.17 no.4
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    • pp.200-208
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    • 2017
  • Despite a rapid market growth in VR, cyber sickness has become the most serious problem in terms of user experience. The aim of this study is to verify whether there are differences in user's perception of cyber sickness by the point-of-view and the movement in VR contents. An experimental testing of game playing with VR headset was conducted on the effects of two conditions: first-person and third-person views in the point-of-view condition, and yaw - pitch rotations in the head movement condition. The results showed that cyber sickness worsened in the first-person point-of-view and in the yaw rotation movement. Point-of-view and movement had main effects on the cyber sickness, but an interaction effect between point-of-view and movement was not found. Based on the findings, along with reducing VR sickness, we proposed practical implications for VR contents planning for building balanced VR user experience. Positive VR experience can be reinforced through visual design, multi-modal interface design, and experience marketing for the optimal level of contents immersion. A future research was suggested on the roll rotation for diverse content genre development.

The Effect of Dynamic Balance on Cyber Motion Sickness of Full Immersion Virtual Reality (완전 몰입형 가상현실로 인한 사이버 멀미가 동적 균형에 미치는 영향)

  • Kim, Na-Eun;Kim, Yu-lim;Moon, Sang-cheol;Lee, Dong-hung;Lim, Ho-jeong;Jang, Eun-kyung;Hung, Ji-eun;Kang, Jong-ho
    • Journal of Convergence for Information Technology
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    • v.8 no.1
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    • pp.131-138
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    • 2018
  • The purpose of the study was to explore whether the Cyber Motion sickness used VR causes a change in the dynamic balance and fall. For 39 people who voluntarily participated in this study, this study measured the motion sickness questionnaires, the heart rate and stability of limit test in BioRescue. The study used Samsung Gear VR and applied the games to the To the homeland. The game proceeded 20minutes. Although the value of the stability after a VR application is slightly reduced, it did not reach statistical significance. The motion sickness questionnaires increased, and it had a statistical significant impact. Also Heart rate increased and it had a statistically significant impact. A virtual reality game affect for getting motion sickness but it did not affect the dynamic balance. So, cyber motion sickness caused by virtual reality wear does not result in decreased balance and falls.