• Title/Summary/Keyword: 멀미증상

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A study on the effect of virtual reality operations on cyber motion sickness (가상현실(VR)에서 조작행위가 사이버멀미에 미치는 영향)

  • Ko, Yun-Seo;Han, Jung-Wan
    • Journal of Digital Convergence
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    • v.18 no.6
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    • pp.451-457
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    • 2020
  • In this study, the degree of motion sickness displayed according to actions in virtual reality is measured based on the SSQ tool, a measuring tool, and factors and symptoms affecting cyber motion sickness are investigated through comparative analysis. In the first experiment, the operation method experiment, the simple operation method is measured to be highly affected by the Nausea factor. As symptoms of this, nausea, burp and headache symptoms were developed. In the second experiment, the larger the body rotation radius, the higher the motion sickness was measured, and the greater the influence of Nausea factors. Symptoms of this were the symptoms of burping, headaches, and a full head. In the third experiment, the physical mobility experiment, motion sickness was measured highly in the non-action controller. It was measured to be greatly affected by the Nausea factor. Symptoms of this include fever, headache, and a full head. Through this study, we found that the more fixed and simple the body is operated in virtual reality, the more sensitive the user is to motion sickness, and the larger the radius of rotation, the more sensitive it is to motion sickness. This study is meaningful in identifying factors and symptoms that affect motion sickness and VR manipulation, and is expected to be used by developers in the future to recognize the degree and symptoms of motion sickness of users and to develop content.

A Study on the Virtual Reality Sickness Measurement of HMD-based Contents Using SSQ (SSQ를 이용한 HMD기반 콘텐츠의 VR 멀미 측정 방법에 관한 연구)

  • Qiao, Rongrong;Han, Dongsoong
    • Journal of Korea Game Society
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    • v.18 no.4
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    • pp.15-32
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    • 2018
  • In this research, SSQ is used to validate and explore effective indices for VR sickness and to diagnose the severity of each symptom. Therefore, this research used first, third person game and $360^{\circ}$ actual content which are mainly used in existing VR contents, and measured various sickness symptoms using SSQ. Also, according to the result of statistical analysis, increased the power and contribute to identify virtual reality sickness measurement method. In addition, this research examined the difference of gender, age and the experience of virtual reality using statistical methodology, and improved diagnostic capability.

The efficacy of biofeedback in reducing cybersickness in virtual navigation (생체신호 피드백을 적용한 가상주행 환경에서 사이버 멀미 감소 효과)

  • 김영윤;정찬용;김은남;윤정민;서동오;고희동;김현택
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2002.05a
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    • pp.90-94
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    • 2002
  • 이전연구에서 가상현실에 몰입하는 동안 넓은 시야 (Field of view: 150$^{\circ}$)와 빠른 운행속도 (70 km/sec)가 사이버멀미를 심화시킨다는 결과를 얻었다: 피험자의 90%가 좁은 시야 (50$^{\circ}$)와 느린 운행속도 (30 km/sec)에서 사이버멀미 증상이 적었다. 본 실험에서는 피험자가 생리적인 동요를 경험할 때마다 바이오피드백 방법을 사용해서 사이버멀미 감소 가상환경 (cybersickness alleviating virtual environment, CAVE)을 제시한 후, 그 효과를 관찰하였다. 피부전도도, 말초체온, 말초혈류량, 심박률, 눈 깜박임, 뇌전위의 변수들을 입력으로 하는 인공신경망으로 구성된 실시간 멀미 탐지 시스템과 CAVE-제시 피드백 시스템을 구축하였다. 이 시스템은 생리적 측정치들이 사이버멀미의 출현을 신호할 때마다 피드백 출력으로 좁은 화면과 감소된 운행속도를 일시적으로 제공했다. 36명의 피험자를 대상으로 SSQ (simulator sickness questionnaires)와 자기보고를 이용하여 사이버멀미의 빈도와 심각도를 조사하였다. 모든 피험자는 한달 간격으로 CAVE 조건과 non-CAVE 조건에서 두 번 가상현실을 경험하였다. 사이버멀미의 빈도와 심각도는 non-CAVE 조건보다 CAVE 조건에서 유의미하게 감소하였다. 즉, 전기생리학적 특징들에 기반한 인공신경망에 의해 제공된 좁은 시야와 느린 운행의 가상환경은 사이버멀미 증상들을 의미있게 감소시켰다. 이러한 결과들은 생체신호 피드백 시스템을 이용하여 인간 친화적 가상환경을 구축할 수 있는 가능성을 보인 것이다.

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An Integrated Model of Cybersickness: Understanding User's Discomfort in Virtual Reality (사이버멀미 통합 모델: 가상현실 사용자의 불편감 현상 연구)

  • Chang, Eunhee;Seo, Daeil;Kim, Hyun Taek;Yoo, Byounghyun
    • Journal of KIISE
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    • v.45 no.3
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    • pp.251-279
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    • 2018
  • Users can experience cybersickness when interacting with virtual reality (VR). The symptoms of cybersickness are similar to those of motion sickness which include eye fatigue, disorientation, and nausea. Despite the longstanding interest of user's discomfort, inconsistent results have been drawn on the underlying mechanisms and solutions of cybersickness. In this study, we propose an integrated view of cybersickness connecting causes of the symptoms, human perception model, and measurements of cybersickness. Cybersickness-related factors of previous research are reorganized into content, hardware, and human factors as well as analyzed in terms of VR fidelity. Also, pros and cons that measure the degree of cybersickness are discussed.

A Study on the Ship's Performance of T.S. HANBADA(II) - The Evaluation of Boarding Comfort with Vertical Acceleration - (실습선 한바다호의 운항성능에 관한 연구(II) - 상하가속도를 이용한 승선감 평가 -)

  • Jung, Chang-Hyun;Lee, Yun-Sok
    • Journal of Navigation and Port Research
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    • v.32 no.5
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    • pp.333-339
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    • 2008
  • When a vessel is underway in a heavy weather, passengers and crew suffer from seasickness caused by ship motions such as pitch, heave or roll, or all combined Sickness induces drowsiness, dizziness, headache, stomachache etc, in extreme conditions, they are met with a serious trouble which is physiologically unrecoverable. It results in weakening of spiritual activities or making errors from decrease of motivation, dropping off skills, poor recognition and poor judgement. In this paper, it was examined the international standards concerning the occurrence of sickness and the execution of works, also evaluated the boarding comfort by conducting several times of questionnaire on cadets boarding on the training ship HANBADA As a result, it was confirmed that the main factor of occurring the sickness was the vertical acceleration and the level was more than 0.2g. Also, it was presented the way how to reduce the sickness by changing the speed and/or course in relation to the encounter period.

Correlation between Brain Cognition and Cyberdisease in VR Media (VR매체에서의 뇌인지와 사이버 멀미의 상관관계)

  • Kim, Min-Seo;Kim, Kyun-Ho;Kim, Yu-Ri;Kim, Eun-Seo;HUH, Won-Whoi
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.5
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    • pp.603-611
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    • 2022
  • As the era of metaverse approaches, there are challenges that need to be solved. Among them, 'cyber motion sickness' is a representative problem from 2016;when VR technology began to attract attention. According to the theory of sensory conflict, motion sickness is caused when the perceived direction of motion information and the expected value are not the same. The paper was written to theoretically explore the relationship between brain cognition and cyber motion sickness, and to prove the effect of user immersion on motion sickness symptoms based on this. Through the SSQ experiment, it was found that the rotation value of the camera aggravates the symptoms of cyber motion sickness and can alleviate cyber motion sickness by increasing the immersion of the game by giving the viewer visual and shift missions to solve. This study was conducted to solve the problem of cyber motion sickness during the process of developing the VR rhythm game "beatale", and it is expected to be the basis for improving cyber motion sickness not only in the development of the project but also in the production of VR contents in the future.

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.

Development of a Method of Cybersickness Evaluation with the Use of 128-Channel Electroencephalography (128 채널 뇌파를 이용한 사이버멀미 평가법 개발)

  • Han, Dong-Uk;Lee, Dong-Hyun;Ji, Kyoung-Ha;Ahn, Bong-Yeong;Lim, Hyun-Kyoon
    • Science of Emotion and Sensibility
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    • v.22 no.3
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    • pp.3-20
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    • 2019
  • With advancements in technology of virtual reality, it is used for various purposes in many fields such as medical care and healthcare, but as the same time there are also increasing reports of nausea, eye fatigue, dizziness, and headache from users. These symptoms of motion sickness are referred to as cybersickness, and various researches are under way to solve the cybersickness problem because it can cause inconvenience to the user and cause adverse effects such as discomfort or stress. However, there is no official standard for the causes and solutions of cybersickness at present. This is also related to the absence of tools to quantitatively measure the cybersickness. In order to overcome these limitations, this study proposed quantitative and objective cybersickness evaluation method. We measured 128-channel EEG waves from ten participants experiencing visually stimulated virtual reality. We calculated the relative power of delta and alpha in 11 regions (left, middle, right frontal, parietal, occipital and left, right temporal lobe). Multiple regression models were obtained in a stepwise manner with the motion sickness susceptibility questionnaire (MSSQ) scores indicating the susceptibility of the subject to the motion sickness. A multiple regression model with the highest under the area ROC curve (AUC) was derived. In the multiple regression model derived from this study, it was possible to distinguish cybersickness by accuracy of 95.1% with 11 explanatory variables (PD.MF, PD.LP, PD.MP, PD.RP, PD.MO, PA.LF, PA.MF, PA.RF, PA.LP, PA.RP, PA.MO). In summary, in this study, objective response to cybersickness was confirmed through 128 channels of EEG. The analysis results showed that there was a clearly distinguished reaction at a specific part of the brain. Using the results and analytical methods of this study, it is expected that it will be useful for the future studies related to the cybersickness.

The Effect of Convergence Vision Therapy on VR Cybersickness (시지각 훈련이 사이버 멀미에 대한 융복합적 효과)

  • Cho, Hyung-Chel;Ro, Hyo-Lyun;Lee, HeeJae
    • Journal of the Korea Convergence Society
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    • v.13 no.2
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    • pp.55-65
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    • 2022
  • The purpose of this paper was to investigate the relationship between cybersickness symptoms and visual function and to determine whether visual perception training is effective in reducing symptoms of cybersickness. The study subjects were healthy adult males who experienced the same virtual reality program for 15 minutes. Afterwards, the VR satisfaction score and cybersickness level were measured and classified into a comfortable virtual reality program viewer group (CVR group, 20 people) and an uncomfortable virtual reality program viewer group (UVR group, 20 people). Visual function test was performed on all subjects, and the vision therapy training program was applied to the UVR group once a week for 40 minutes 12 times, and then the visual function and SSQ questionnaire were re-evaluated. Subjects with diplopia were 55% in the UVR group and 5% in the CVR group, which was significantly higher in the UVR group, there were differences in stereopsis, exophoria, near point convergence(p<.01) and vergence function(p<.001) between the two groups. After vision therapy, changes in SSQ, stereopsis, near point convergence, and vergence function of UVR user group were positively changed(p<.01). Therefore, cybersickness symptoms are related to visual function, it seems that the vision therapy can be used as a way to alleviate the symptoms of cybersickness.

A Study on the Motion Sickness Incidence according to tonnage and GM of Fishing Vessel (어선 톤수와 GM에 따른 멀미도 경향 연구)

  • Dong-Hyup Youn;Lee-Chan Choi;Jung-Hwi Kim;Nam-Gyun Im
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2022.06a
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    • pp.401-402
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    • 2022
  • 해상 상태의 변화는 어선에 탑승하고 있는 선원들의 피로도, 인지능력, 활동성 및 숙련도 변화 등과 같은 현상이 발생한다. 어선의 동요가 심해지면 특히, 멀미 증상이 발생하게 되며 개개인의 작업수행 능력이 급격히 떨어진다. 본 연구에서는 3톤급, 7톤급, 10톤급, 20톤급 어선을 대상으로 하여 파랑 중 운동 성능을 평가하여, 실해역 조건으로 어선의 선내 위치별 수직가속도 성분을 선체 운동 계산법을 통하여 계산하였다. 어선의 크기별 정박상태에서 수직가속도 스펙트럼을 사용한 멀미의 정도를 표시하였으며, MSI 계산은 입사파 방향 180도, 150도, 120도, 90도, 60도, 30도, 0도로 수행하였다. 그 결과 특정 주파수에서 입사파 방향에 따른 멀미의 가능성이 나타났다.

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