• Title/Summary/Keyword: Motion Sickness

Search Result 87, Processing Time 0.024 seconds

선박의 운항환경 모니터링 시스템 개발

  • Yun, Hyeon-Gyu;Lee, Gyeong-Jung;Lee, Dong-Gon
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
    • /
    • 2007.12a
    • /
    • pp.11-13
    • /
    • 2007
  • 본 연구에서 개발한 운항환경 모니터링 시스템은 5개의 가속도계와 자이로, 데이터 취득장치를 포함한 계측 및 통신부, 중앙에서 데이터를 관리하고, 운항지수를 계산하는 전산기로 구성된다. 계측된 가속도와 각속도를 이용하여 운항환경을 나타내는 정량적 지수인 뱃멀미 지수(Motion Sickness Incidence, MSI), 분당 작업방해회수(Motion Induced Interrupt, MII)를 실시간으로 계산한다. 개발된 시스템은 한국해양대학교 실습선인 한나라호의 부산 목포 연안항해시 실선시험을 통하여 유효성을 확인하였다.

  • PDF

The positive effect of motion platform in virtual navigation (가상주행에서 모션플랫폼의 긍정적인 효과)

  • 김영윤;김은남;고희동;김현택
    • Science of Emotion and Sensibility
    • /
    • v.6 no.1
    • /
    • pp.11-16
    • /
    • 2003
  • In this study, we examined the evaluation of virtual Reality (VR) according to the use of motion platform. We recorded electrogastrogram, skin conductance, blood volume, skin temperature, heart rate, and the frequency of eyeblink before, during, after virtual navigation in 33 subjects. We used simulator sickness questionnaire, presence questionnaire , and self-report to evaluate cybersickness and presence in VR system. All subjects experienced VR two times in Motion platform condition and non-Motion platform condition at two-week intervals. Presence score of motion platform condition was greater than non-motion platform condition. The frequency and severity of cybersickness were significantly reduced in motion platform condition than non-motion platform condition. These results suggest that the use of motion platform that synchronizes visual presentation provides higher presence and reduces cybersickness.

  • PDF

Measurement of postural instability before and after experiencing a VR system by using a force platform (힘판을 이용한 가상현실 체험 전후 신체동요의 측정)

  • 박재희;김영윤;김은남;김현택;고희동
    • Science of Emotion and Sensibility
    • /
    • v.5 no.4
    • /
    • pp.45-49
    • /
    • 2002
  • Recently, virtual environment systems are used in various application fields such as industry, medicine, and training and education. However, the negative effect, cybersickness including nausea, visual fatigue, and disorientation, could be happened while using VR systems. It prevents VR system from spreading much more. To control the cybersickness, first of all, the objective measurement method should be established. As one of alternative methods, the postural instability could be a measure of cybersickness. In this study, 45 participants' postural sway before and after experiencing a H driving simulator was measured by using a force platform. Especially, we examined if two factors, motion and feedback, could affect on the postural instability The results showed the postural instability slightly increased after experiencing the VR driving simulator. For the factors, the providing of motion synchronized to visual display showed statistical significant decrease in postural sway along lateral side. To check the effectiveness of postural instability as a cybersickness measure, further studies are needed.

  • PDF

A Study on Gamepad/Gaze based Input Processing for Mobile Platform Virtual Reality Contents (모바일 플랫폼 가상현실 콘텐츠에 적합한 게임패드/시선 기반 입력 처리 기술에 관한 연구)

  • Lee, Jiwon;Kim, Mingyu;Jeon, Changyu;Kim, Jinmo
    • Journal of the Korea Computer Graphics Society
    • /
    • v.22 no.3
    • /
    • pp.31-41
    • /
    • 2016
  • This study proposes suitable input processing technique for producing the mobile platform based virtual reality contents. First of all, we produce the mobile platform based virtual reality interactive contents to be used in experiments for improve user's immersion who experience the virtual reality contents, get interests and design the input processing that easily controllable. Then design the input processing technique in two methods, with gamepad that accessibility to mobile and with directly through user's gaze to interface. Through virtual reality based input processing technique that we proposed, we analyse effect of improve user's immersion, cause of get interests and whether provide the convenience or not for controlling contents through experiments. Moreover we verify whether bring negative psychological elements like sickness, fatigue or not.

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
    • /
    • v.19 no.3
    • /
    • pp.133-138
    • /
    • 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.

Ride Comfort of the Bimodal Tram (바이모달 트램의 승차감 시험)

  • Chang, Se-Ky;Moon, Kyung-Ho;Kim, Yeon-Su
    • Proceedings of the KSR Conference
    • /
    • 2011.10a
    • /
    • pp.57-61
    • /
    • 2011
  • The bimodal tram was designed to drive on the dedicated track as well as on the public road. The position and speed are automatically controlled on the dedicated track by the onboard computer, whereas they are manually controlled by driver like motor vehicles on the public road. The ride comfort the passengers feel and the effect of the vibration generated during driving on the passenger's health, comfortableness and motion sickness were evaluated with driving the bimodal tram prototype in automatic and manual mode, respectively. The test was done in automatic mode on the test track with various load conditions while it was done in manual mode on the public road with empty load.

  • PDF

Evaluating the Comfort Experience of a Head-Mounted Display with the Delphi Methodology

  • Lee, Doyeon;Chang, Byeng-hee;Park, Jiseob
    • Journal of Internet Computing and Services
    • /
    • v.21 no.6
    • /
    • pp.81-94
    • /
    • 2020
  • This study developed evaluation indicators for the comfort experience of virtual reality (VR) headsets by classifying, defining, and weighting cybersickness-causing factors using the Delphi research method and analytic hierarchical process (AHP) approach. Four surveys were conducted with 20 experts on VR motion sickness. The expert surveys involved the 1) classification and definition of cybersickness-causing dimensions, classification of sub-factors for each dimension, and selection of evaluation indicators, 2) self-reassessment of the results of each step, 3) validity revaluation, and 4) final weighting calculation. Based on the surveys, the evaluation indicators for the comfort experience of VR headsets were classified into eight sub-factors: field of view (FoV)-device FoV, latency-device latency, framerate-device framerate, V-sync-device V-sync, rig-camera angle view, rig-no-parallax point, resolution-device resolution, and resolution-pixels per inch (PPI). A total of six dimensions and eight sub-factors were identified; sub-factor-based evaluation indicators were also developed.

Study on motion sickness reduction contents using RDW technology (RDW기술을 활용한 멀미 저감 콘텐츠 연구)

  • Jung, Heyun;Yang, Yujin;Hwang, Chaeyoung;Lim, Yangmi
    • Proceedings of the Korean Society of Broadcast Engineers Conference
    • /
    • fall
    • /
    • pp.328-330
    • /
    • 2021
  • 최근 메타버스의 등장으로 VR에 많은 관심이 집중되는 가운데, 여전히 사이버 멀미라는 해결되지 못한 문제가 있다. 사이버 멀미는 여러 요인이 있지만 본 논문은 시각 정보와 전정 정보의 불일치로 인해 발생하는 것을 주 요인으로 본다. 이러한 문제는 룸스케일 방식으로 해결될 것으로 보고, 제약된 현실 공간에서 보다 넓은 가상공간을 자유롭게 돌아다니기 위해 RDW(Redirected Walking)을 도입했다. 그러나 RDW 또한 화면을 왜곡시켜 사용자의 동선을 조정하는 것이기 때문에 왜곡률에 따라 멀미를 유발시킬 가능성이 있다. 따라서 공간활용과 왜곡률에 따른 사용자의 인식,멀미 정도를 고려할 필요가 있어 연구를 진행하게 되었다. 본 연구는 7×7m의 현실 공간을 기준으로 3가지 크기의 가상 공간에서 RDW 시스템의 회전 왜곡률과 설정된 플레이 공간의 벽에 부딪히는 횟수, 멀미도(SSQ)를 측정하고 정리하였다.

  • PDF

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
    • /
    • 2022.06a
    • /
    • pp.401-402
    • /
    • 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.

  • PDF

A Study on Movement Interface in Mobile Virtual Reality (모바일 가상현실에서의 이동 인터페이스에 관한 연구)

  • Hong, Seunghyun;Na, Giri;Cho, Yunsik;Kim, Jinmo
    • Journal of the Korea Computer Graphics Society
    • /
    • v.27 no.3
    • /
    • pp.55-63
    • /
    • 2021
  • This study proposes an interface for providing mobile interaction suitable for mobile virtual reality (VR) and analyzes it through comparative experiments. The proposed interface is premised on not using additional equipment except for the mobile head-mounted display(HMD) in consideration of accessibility and usability. And the interface that controls the movement interaction using the user's gaze is designed in two phases. The key is to minimize the occurrence of negative factors such as VR sickness that can be caused by straight line movement in virtual reality. To this end, two phases are designed: an interface composed of forward/backward buttons to move the gaze toward the ground, and an interface composed of left and right buttons on the front in consideration of the gaze change in real walking motion. An application that can compare and analyze movement interactions through the proposed interface is produced, and a survey experiment is conducted to analyze the user's satisfaction with the interface experience and the negative impact on the movement process. It was confirmed that the proposed movement interaction reduced negative effects such as VR sickness along with a satisfactory interface experience for users.