• Title/Summary/Keyword: motion-sickness

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A Case Study of Virtual Reality Contents Development Using Experience Device (가상현실 체험형 디바이스를 활용한 콘텐츠 개발 사례)

  • Yoo, Myoung-Eun;Lee, Seok-Hee;Song, Eun-Jee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2019.05a
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    • pp.208-210
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    • 2019
  • Creating a virtual reality ecosystem is more important than anything else for virtual reality, which has recently been drawing attention as a sector of the fourth industrial revolution. Virtual reality ecosystem consists of content (C), device (D), platform (P), and network (N). While content is key among these, virtual reality depends on input and output devices, so device utilization is very important. Recently, hands-on devices are being developed for realistic experiences. This study presents examples of contents development using VirZOOM, an experienced device, to reduce immersion and motion sickness of VR contents. We look forward to further promoting the development of virtual reality content in the future through this study.

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Researching Visual Immersion Elements in VR Game <Half-Life: Alyx>

  • Chenghao Wang;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.2
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    • pp.181-186
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    • 2023
  • With the development of VR technology, the visual immersion of VR games has been greatly enhanced nowadays. There has been an issue that has been troubling players in previous VR games, which is motion sickness. Therefore, VR games have been limited in terms of game mechanics, game duration, and game scale, greatly reducing the immersive experience of visual immersion. However, <Half-Life: Alyx> is different from previous VR games in that players can actually perform spatial displacement in the game scene, rather than being fixed in one place for 360-degree observation and interaction. At the same time, compared to traditional games, VR games no longer need to rely on screens, and the complete visual immersion enhances the fun and playability of the game. This research focuses on the VR game <Half-Life: Alyx> to explore its immersive factors in terms of visual perception. Through in-depth analysis of elements such as color, texture mapping, lighting, etc. in VR games, it was found that the game creates a strong sense of visual immersion in these aspects. Through analysis, it is helpful to gain a deeper understanding of the factors that contribute to visual immersion in VR games, which has certain reference value for game developers and related professionals.

Home exercise program adherence strategies in vestibular rehabilitation: a systematic review

  • Gaikwad, Shilpa B.;Mukherjee, Tatri;Shah, Parita V.;Ambode, Oluwaseun I.;Johnsonb, Eric G.;Daher, Noha S.
    • Physical Therapy Rehabilitation Science
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    • v.5 no.2
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    • pp.53-62
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    • 2016
  • Objective: The aim of this systematic review was to investigate for effective strategies to improve home exercise program (HEP) adherence in vestibular rehabilitation (VR). Design: Systematic review. Methods: A systematic review was conducted to identify effective strategies used to improve HEP adherence of patients in VR. Six databases, Academic Search Premier, Cochrane Library, CINAHL, PUBMED, PsycINFO, and Web of Science were searched from their inception to December 31, 2015. The keywords used for search were 'home program', 'home intervention', 'compliance', 'adherence', 'vestibular rehabilitation', 'motion sickness', and 'motion sensitivity'. Results: A total of eight studies were selected to be included in the review. There was 95.2% agreement between the two reviewers who reviewed the studies using a quality assessment tool. The overall inter-rater agreement (${\kappa}$=0.73) showed good agreement between the reviewers. Strong evidence was identified for 3 major categories of effective HEP adherence strategies, 1) providing patient with written summary of HEP; 2) asking patient to maintain a record of HEP and symptoms; and 3) providing tele-rehabilitation in form of email and/or telephone support along with in person treatment sessions. Also, based on strong evidence, computerized technology was not found to be superior to other strategies for improving patients' HEP adherence in VR. Conclusions: The effective strategies for improving HEP in VR include written summary of exercise, maintenance of log of HEP and symptoms and tele-rehabilitation along with in person treatment sessions.

A Development Of Multi-sensor System For Location Determination Of Fixed-path Movement Attractions (고정경로 이동 어트랙션의 위치 판단을 위한 다중 센서 시스템의 개발)

  • You, Eun-Jae;Jeong, Hwi-Sang;Lee, Hyoun-Sup;Kim, Jin-deog
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.22 no.5
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    • pp.709-714
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    • 2018
  • Visual Reality technology is becoming more and more interesting as it attracts people's interest. VR technology is used in various markets such as games, animation, and education. However, there were many people experiencing motion sickness such as dizziness and headache due to the delay time between hardware such as a device for sending a video after experiencing a VR image and an HMD for reproducing an image. The system proposed in this paper focuses on the environment rather than the movement of the attraction and detects the dividing line existing on the path by the proximity sensor and accurately calculates the position on the path according to the user 's motion. Since the position of the user is synchronized with the VR image, the position error of the user is improved to 0.2%.

A Study on Virtual Reality Techniques for Immersive Traditional Fairy Tale Contents Production (몰입형 전래동화 콘텐츠 제작을 위한 가상현실 기술에 대한 연구)

  • Jeong, Kisung;Han, Seunghun;Lee, Dongkyu;Kim, Jinmo
    • Journal of the Korea Computer Graphics Society
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    • v.22 no.3
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    • pp.43-52
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    • 2016
  • This paper is to study techniques of a virtual reality to maximize the depth of the users' immersion based on differentiated interactive contents using korean traditional fairy tale. In order to increase more interests in korean traditional fairy tale, we produce a interactive 3D contents and propose a new approach to a system designing applying a virtual realities such as HMD, Leap motion. First, using Korean traditional fairy tale, we generate interactive contents consisting of scenes intensifying user's tensions while interaction of game process. Based on the interactive contents generated, we design scene generation using Oculus HMD, the gaze based input processes and a hand interface using Leap motion, in order to provide a multi dimensional scene transmission and an input process method to intensify the sense of the reality. We will verify through diverse tests whether the proposed virtual reality contents based on a technique of an input process will actually intensify the immersion in the virtual reality or not while minimizing the motion sickness of the users.

Derivation of Constraint Factors Affecting Passenger's In-Vehicle Activity of Urban Air Mobility's Personal Air Vehicle and Design Criteria According to the Level of Human Impact (도심항공모빌리티 비행체 PAV 탑승자 실내행위에 영향을 미치는 제약 요소 도출 및 인체 영향 수준에 따른 설계 기준)

  • Jin, Seok-Jun;Oh, Young-Hoon;Ju, Da Young
    • Science of Emotion and Sensibility
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    • v.25 no.1
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    • pp.3-20
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    • 2022
  • Recently, prior to the commercialization of urban air mobility (UAM), the importance of R&D for air transportation-related industries in urban areas has significantly increased. To create a UAM environment, research is being conducted on personal air vehicles (PAVs). They are key means of air transportation, but research on the physical factors influencing their passengers is relatively insufficient. In particular, because the PAV is expected to be used as a living space for the passengers, research on the effects of the physical elements generated in the PAV on the human body is essential to design an interior space that supports the in-vehicle activities of the passengers. Therefore, the purpose of this study is to derive the constraint factors that affect the human body due to the air navigation characteristics of the PAV and to understand the impact of these constraint factors on the bodies of the passengers performing in-vehicle activities. The results of this study indicate that when the PAV was operated at less than 4,000 ft, which is the operating standard, the constraint factors were noise, vibration, and motion sickness caused by low-frequency motion. These constraint factors affect in-vehicle activity; thus, the in-vehicle activities that can be performed in a PAV were derived using autonomous cars, airplanes, and PAV concept cases. Furthermore, considering the impact of the constraint factors and their levels on the human body, recommended constraint factor criteria to support in-vehicle activities were established. To reduce the level of impact of the constraint factors on the human body and to support in-vehicle activity, the seat's shape and built-in functions of the seat (vibration reduction function, temperature control, LED lighting, etc.) and external noise reduction using a directional speaker for each individual seat were recommended. Moreover, it was suggested that interior materials for noise and vibration reduction should be used in the design of the interior space. The contributions of this study are the determination of the constraint factors affecting the in-vehicle PAV activity and the confirmation of the level of impact of the factors on the human body; in the future, these findings can be used as basic data for suitable PAV interior design.

Evaluation of Human Factors for the Next-Generation Displays: A Review of Subjective and Objective Measurement Methods

  • Mun, Sungchul;Park, Min-Chul
    • Journal of the Ergonomics Society of Korea
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    • v.32 no.2
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    • pp.207-215
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    • 2013
  • Objective: This study aimed to investigate important human factors that should be considered when developing ultra-high definition TVs by reviewing measurement methods and main characteristics of ultra-high definition displays. Background: Although much attention has been paid to high-definition displays, there have been few studies for systematically evaluating human factors. Method: In order to determine human factors to be considered in developing human-friendly displays, we reviewed subjective and objective measurement methods to figure out the current limitations and establish a guideline for developing human-centered ultra-high definition TVs. In doing so, pros and cons of both subjective and objective measurement methods for assessing humans factors were discussed and specific aspects of ultra-high definition displays were also investigated in the literature. Results: Hazardous effects such as visually-induced motion sickness, visual fatigue, and mental fatigue in the brain caused by undesirable TV viewing are induced by not only temporal decay of visual function but also cognitive load in processing sophisticated external information. There has been a growing evidence that individual differences in visual and cognitive ability to process external information can make contrary responses after exposing to the same viewing situation. A wide vision, ultra-high definition TVs provide, can has positive and negative influences on viewers depending on their individual characteristics. Conclusion: Integrated measurement methods capable of considering individual differences in human visual system are required to clearly determine potential effects of super-high vision displays with a wide view on humans. All of brainwaves, autonomic responses, eye functions, and psychological responses should be simultaneously examined and correlated. Application: The results obtained in this review are expected to be a guideline for determining optimized viewing factors of ultra-high definition displays and accelerating successful penetration of the next-generation displays into our daily life.

Two Cases of Delirium Induced by Transdermal Scopolamine(Kimite$^{(R)}$) (Transdermal Scopolamine(Kimite$^{(R)}$)으로 인해 유발된 섬망 2례)

  • Woo, Haing-Won;Lim, Weon-Jeong;Lee, Yu-Jin
    • Korean Journal of Psychosomatic Medicine
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    • v.7 no.2
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    • pp.241-246
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    • 1999
  • Delirium is a syndrome characterized by impairement of consciousness, disorientation, disturbance of sleep-wake cycle, memory impairement, disturbance of perception. It is induced by many causes, which are CNS diseases(head trauma, vascular disease, brain tumor, etc), medical diseases(metabolic disorder, endocrine disturbance, cardiovascular disease) and drugs(anticholinergics, anticonvulsant, antipsychotics, cimetidine etc). Transdermal scopolamine which is usually used to prevent motion sickness has anticholinergic property, and so it can induce delirium. The authors report two cases of delirium induced by transdermal scopolamine. The cases shared common characteristics which were as follows : 1. All of two patients were elderly women. 2. Delirium symptom was abruptly occurred during trip after attaching scopolamine patches. 3. Delirium symptom was rapidly improved within 2-3 days. It is important to educate for both users and managers about directions for transdermal scopolamine patch usage to prevent delirium. And careful history taking is needed to diagnose delirium induced by transdermal scopolamine accurately.

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Formulation of mBHT (Modified BoyangHwanoTang) Orally Disintegrating Tablet for Therapeutics of Stroke (뇌졸중 예방 및 치료를 위한 가미보양환오탕 구강붕해정 제형 연구)

  • Baek, Jong-Suep;Park, Yong-Ki;Kim, Young-Ho;Kang, Jong-Seong;Cho, Cheong-Weon
    • Journal of Pharmaceutical Investigation
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    • v.39 no.6
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    • pp.445-449
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    • 2009
  • According to the statistical data, stroke is about 13.9% of leading causes of death. Some herbal medicines including Paeonia lactiflora, Angelica gigas nakai and Prunus persica, etc., had been reported to be effective in preventing stroke and mBHT (Modified BoyangHwanoTang) was an advanced prescription used in Korean clinics. Orally disintegrating tablets (ODT) is useful for patients suffering from dysphagia, motion sickness, repeated emesis and mental disorders. Further, drugs exhibiting satisfactory absorption through the mucosa intended for immediate pharmacological action could be advantageously formulated in ODT. The aim of this study was to develop the most efficient ODT formulation of mBHT. Corresponding herbal medicines comprising mBHT were extracted with water for 3 hr at 95~$100{^{\circ}C}$ and then dried. mBHT extract was obtained with about 30% of yield. Subsequently, some pharmaceutical excipients such as spray-dried lactose, crospovidone, glyceryl behenate and/or cogrinded-treated arabia gum were used to achieve an immediate disintegration of mBHT ODT in oral cavity. The requirements of ODT with mechanical strength sufficient to stand the rigors of handling and capability of disintegrating within a few seconds in contact with saliva are indispensable. mBHT ODT prepared by the wet granulation method showed a disintegration time of below 30 sec.

Let's feel warmth with VR sensing modeling (온기를 느끼게 하는 VR 센싱 모델링)

  • Moon, Dongmin;Chin, Seongah
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.3
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    • pp.341-346
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    • 2020
  • Motion sickness or dizziness caused by visual and other sensory inconsistencies In virtual reality content seems to be a major problem. To solve the problem, research has been actively underway to satisfy the five senses. Among them, the most researches on the touch are many studies on hardness and texture, but the studies on temperature seem relatively small. Therefore, in this paper, we present a calculation model that can sense the temperature derived from the principle of heat energy moving from high temperature to low temperature, not the temperature of the material. Because heat energy is determined by the heat conductivity, temperature, and area of contact, which are the inherent characteristics of a material, the degree of heat felt by a person depends on the type of material, the temperature of the material and the area of contact with the object. The thermal energy shift per unit time of the material was calculated using the thermal conductivity law and the specific heat formula, and the thermal energy reproduction method that changes per unit time of the material was studied using the thermoelectric element.