• Title/Summary/Keyword: Virtual reality sickness

Search Result 63, Processing Time 0.021 seconds

Investigating Key User Experience Factors for Virtual Reality Interactions

  • Ahn, Junyoung;Choi, Seungho;Lee, Minjae;Kim, Kyungdoh
    • Journal of the Ergonomics Society of Korea
    • /
    • v.36 no.4
    • /
    • pp.267-280
    • /
    • 2017
  • Objective: The aim of this study is to investigate key user experience factors of interactions for Head Mounted Display (HMD) devices in the Virtual Reality Environment (VRE). Background: Virtual reality interaction research has been conducted steadily, while interaction methods and virtual reality devices have improved. Recently, all of the virtual reality devices are head mounted display based ones. Also, HMD-based interaction types include Remote Controller, Head Tracking, and Hand Gesture. However, there is few study on usability evaluation of virtual reality. Especially, the usability of HMD-based virtual reality was not investigated. Therefore, it is necessary to study the usability of HMD-based virtual reality. Method: HMD-based VR devices released recently have only three interaction types, 'Remote Controller', 'Head Tracking', and 'Hand Gesture'. We search 113 types of research to check the user experience factors or evaluation scales by interaction type. Finally, the key user experience factors or relevant evaluation scales are summarized considering the frequency used in the studies. Results: There are various key user experience factors by each interaction type. First, Remote controller's key user experience factors are 'Ease of learning', 'Ease of use', 'Satisfaction', 'Effectiveness', and 'Efficiency'. Also, Head tracking's key user experience factors are 'Sickness', 'Immersion', 'Intuitiveness', 'Stress', 'Fatigue', and 'Ease of learning'. Finally, Hand gesture's key user experience factors are 'Ease of learning', 'Ease of use', 'Feedback', 'Consistent', 'Simple', 'Natural', 'Efficiency', 'Responsiveness', 'Usefulness', 'Intuitiveness', and 'Adaptability'. Conclusion: We identified key user experience factors for each interaction type through literature review. However, we did not consider objective measures because each study adopted different performance factors. Application: The results of this study can be used when evaluating HMD-based interactions in virtual reality in terms of usability.

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
    • /
    • v.10 no.3
    • /
    • pp.135-140
    • /
    • 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.

Development of Regression Models for Predicting Simulator Sickness in Driving Simulation (자동차 모의운전환경에서 Simulator Sickness의 예측 회귀모형 개발)

  • 김도회
    • Journal of the Korea Society for Simulation
    • /
    • v.8 no.4
    • /
    • pp.53-59
    • /
    • 1999
  • This study proposed multiple linear regression models to predict those who can be easily infected simulator sickness(SS) in simulator or virtual reality environment. In this study, SSQ(Simulator Sickness Questionnaire) scores which are recently used for assessing SS, and RSSQ(Revised Simulator Sickness Questionnaire) scores are selected as dependent variables. Also ten dependent variables are used. The results are these models coefficient of determination(max $R^2=0.52$) is improved 18% more than Kolasinski's model($R^2=0.35$), and it became easy to predict with simple data. Accordingly, we can easily predict who will be apt to get into simulator sickness.

  • PDF

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
    • /
    • v.24 no.3
    • /
    • pp.49-59
    • /
    • 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.

Domestic Trend Analysis of Virtual Reality Therapy for the Treatment Anxiety Disorders (불안장애에 대한 가상현실치료 국내동향분석)

  • Cheong, Moon Joo;Kim, Jeesu;Lyu, Yeoung-Su;Kang, Hyung Won
    • Journal of Oriental Neuropsychiatry
    • /
    • v.31 no.4
    • /
    • pp.279-288
    • /
    • 2020
  • Objectives: Many fields have changed since covid-19, psychotherapy being no exception. With the pandemic associated increase in untact treatment, interest in virtual reality exposure therapy has also increased. The aim of study was to analyze recent literature using virtual reality therapy for the treatment of anxiety disorders. Methods: We searched five databases from dates between October 1 to November 1, 2020. We selected articles related to the treatment of anxiety disorders using virtual reality therapy and analyzed the trend of that, not thesis but domestic articles. Results: There were 6 RCT studies and 3 were case reports where, based on the DSM-4, the participants presented with anxiety disorders including 2 with presentation anxiety, 1 heterosexual anxiety, 1 test anxiety, 1 social anxiety, 1 dental anxiety, 2 Acrophobia, and 1 social phobia. Treatment sessions varied from 1 session to 18 sessions, but 5 studies conducted 4 sessions, and all studies attempted virtual reality exposure for 30-minute time periods. 8 studies used HMD as the VR device and 1 study did not report a device. Conclusions: Anxiety disorders treated using virtual reality included speech anxiety and acrophobia. Median treatment session number was 4 and sessions were less than 30 minutes. The most common VR device used was an HMD. VR psychotherapy showed limitations relating to patient experience including cyber sickness and a lack of immersion. In addition, most of the studies were conducted with patients who visited hospitals utilizing Western medical practices. Currently, virtual reality therapy (VRT) intervention in oriental medicine is lacking. The lack of research in this area suggests analyzing data from VR psychotherapy in oriental medicine could provide novel and useful information.

Study on the Influence of VR Characteristics on User Satisfaction and Intention to Use Continuously -Focusing on VR Presence, User Characteristics, and VR Sickness- (VR 특성이 이용자 만족과 지속이용의도에 미치는 영향에 관한 연구 -VR 프레즌스, 이용자 특성, VR 멀미를 중심으로-)

  • Jang, Hyung-Jun;Kim, Kwang-Ho
    • The Journal of the Korea Contents Association
    • /
    • v.18 no.5
    • /
    • pp.420-431
    • /
    • 2018
  • This study approaches the subject of satisfaction and persistent use intention based on presence based on virtual reality (VR). VR presence, user characteristic, and VR sickness, content satisfaction and system satisfaction, and continued use intention through this of 569 men and women commissioned by the survey agency were investigated. In the content of the study, the constituent factors of VR presence, an independent variable, were set as realism, immersion, and interaction. The user characteristics were set as the individual 's propensity to innovate, the degree of immersion, and the experience of using VR. VR Presence, User Characteristics, VR Sickness of Intention of Continuous Usage were set as research problems and models. Eight hypotheses were adopted in the analysis of the research problem applying the structural equation modeling (SEM) model. In conclusion, this study suggests that content satisfaction, which has the greatest influence on VR content satisfaction and persistent intention, is suggested.

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.

A Study on the Gesture Based Virtual Object Manipulation Method in Multi-Mixed Reality

  • Park, Sung-Jun
    • Journal of the Korea Society of Computer and Information
    • /
    • v.26 no.2
    • /
    • pp.125-132
    • /
    • 2021
  • In this paper, We propose a study on the construction of an environment for collaboration in mixed reality and a method for working with wearable IoT devices. Mixed reality is a mixed form of virtual reality and augmented reality. We can view objects in the real and virtual world at the same time. And unlike VR, MR HMD does not occur the motion sickness. It is using a wireless and attracting attention as a technology to be applied in industrial fields. Myo wearable device is a device that enables arm rotation tracking and hand gesture recognition by using a triaxial sensor, an EMG sensor, and an acceleration sensor. Although various studies related to MR are being progressed, discussions on developing an environment in which multiple people can participate in mixed reality and manipulating virtual objects with their own hands are insufficient. In this paper, We propose a method of constructing an environment where collaboration is possible and an interaction method for smooth interaction in order to apply mixed reality in real industrial fields. As a result, two people could participate in the mixed reality environment at the same time to share a unified object for the object, and created an environment where each person could interact with the Myo wearable interface equipment.

What factors influence continuous usage intention of head-mounted display-based virtual reality content?: a cross-sectional survey

  • JeongSil Choi;Heakyung Moon;Mijeong Park
    • Women's Health Nursing
    • /
    • v.29 no.3
    • /
    • pp.208-218
    • /
    • 2023
  • Purpose: The aim of this study was to explore the continuous usage intention of head-mounted display-based virtual reality (HMD-based VR) content among college students. The study also sought to understand how this intention is influenced by factors related to personal cognition, social aspects, VR content, and HMD-related elements. Methods: This descriptive correlational study used a self-report questionnaire to survey 217 students from two universities in Korea who had prior experience with HMD-based VR content. Results: The mean score for continuous usage intention of HMD-based VR content was 2.59±0.57 points (range, 1-5 points). Regarding the average frequency of HMD-based VR content usage, 64.5% of participants reported using it 1 to 2 times, while 91.7% indicated a total HMD-based VR usage period of less than 6 months. Factors such as personal cognition, VR content, social aspects, and HMD-related elements had explanatory power of 35.1%, 10.7%, 4.4%, and 2.5%, respectively, for the continuous usage intention of HMD-based VR content. Additionally, engagement (β=.45, p<.001), influential others (β=.37, p<.001), environmental support (β=-.18, p=.030), and cyber sickness (β=-.21, p=.001) were identified as having a significant influence. Conclusion: When developing HMD-based VR content, strategies to improve users' personal cognition should be included. Additionally, it is necessary to develop strategies that enhance enjoyment and interest in the content, while also facilitating ongoing social support. Furthermore, coping strategies should be devised that take into account cyber sickness, a potential side effect of these devices.

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
    • /
    • v.45 no.3
    • /
    • pp.251-279
    • /
    • 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.