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http://dx.doi.org/10.22156/CS4SMB.2018.8.1.131

The Effect of Dynamic Balance on Cyber Motion Sickness of Full Immersion Virtual Reality  

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)
Publication Information
Journal of Convergence for Information Technology / v.8, no.1, 2018 , pp. 131-138 More about this Journal
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.
Keywords
Full immersion virtual reality; Dynamic balance; Motion sickness; Fall; Physical therapy;
Citations & Related Records
Times Cited By KSCI : 4  (Citation Analysis)
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