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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 (Division of Physical Therapy, Catholic Universtiy of Pusan) ;
  • Kim, Yu-lim (Division of Physical Therapy, Catholic Universtiy of Pusan) ;
  • Moon, Sang-cheol (Division of Physical Therapy, Catholic Universtiy of Pusan) ;
  • Lee, Dong-hung (Division of Physical Therapy, Catholic Universtiy of Pusan) ;
  • Lim, Ho-jeong (Division of Physical Therapy, Catholic Universtiy of Pusan) ;
  • Jang, Eun-kyung (Division of Physical Therapy, Catholic Universtiy of Pusan) ;
  • Hung, Ji-eun (Division of Physical Therapy, Catholic Universtiy of Pusan) ;
  • Kang, Jong-ho (Division of Physical Therapy, Catholic Universtiy of Pusan)
  • 김나은 (부산가톨릭대학교 물리치료학과) ;
  • 김유림 (부산가톨릭대학교 물리치료학과) ;
  • 문상철 (부산가톨릭대학교 물리치료학과) ;
  • 이동훈 (부산가톨릭대학교 물리치료학과) ;
  • 임호정 (부산가톨릭대학교 물리치료학과) ;
  • 장은경 (부산가톨릭대학교 물리치료학과) ;
  • 홍지은 (부산가톨릭대학교 물리치료학과) ;
  • 강종호 (부산가톨릭대학교 물리치료학과)
  • Received : 2017.12.10
  • Accepted : 2018.02.20
  • Published : 2018.02.28

Abstract

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.

본 연구는 완전 몰입형 가상현실 장비의 사용으로 발생하는 사이버 멀미로 인해 야기된 동적균형의 변화가 낙상을 일으키는지 알아보고자 하였다. 연구의 취지를 이해하고 자발적으로 참여에 동의한 균형감각이 정상인 20대 성인남녀 39명을 대상으로 VR착용 전과 후의 멀미지수, 심박수를 측정하고 Biorescue의 안정성 한계 검사를 실시하였다. 가상현실 체험을 위한 도구로 Samsung gear VR을 이용하였고, To the Homeland 라는 게임을 20분간 실시하였다. VR착용 후 동적균형훈련이 약간 감소하였으나 통계적으로 유의한 차이는 없었다. VR착용 전과 후의 멀미변화는 멀미설문조사를 통해 통계적으로 유의한 차이가 있음을 알 수 있었다. 심박수 변화는 Pulse Oximeter을 이용하여 심박수 증가를 보여 통계적으로 유의한 차이가 있었다. 일반인을 대상으로 완전 몰입형 가상현실 체험은 멀미가 유발되나 동적균형문제에는 다소 영향을 미치지 못하였다. 그렇기 때문에 VR 착용으로 인한 사이버멀미는 균형감소와 낙상을 유발시키지 않는다.

Keywords

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