• Title/Summary/Keyword: 가상현실 멀미

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Overview of VR Media Technology and Methods to Reduce Cybersickness (가상현실 미디어 기술동향과 VR 멀미저감 방안)

  • Mun, Sungchul;Whang, Mincheol;Park, Sangin;Lee, Dong Won;Kim, Hong-Ik
    • Journal of Broadcast Engineering
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    • v.23 no.6
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    • pp.800-812
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    • 2018
  • In this study, we reviewed recent trends for enhancing human cognitive accessibility to social VR platform. We also proposed a practical method to predict VR sickness and improve the cognitive accessibility. In doing so, we investigated subtle changes in human body sway unconsciously made before, during, and after being exposed to extreme VR experience. The scientific assumption that VR sickness would be correlated with the subtle changes in body sway was validated. We found that participants who showed sensitive changes in the body sway before VR experience, felt more severe VR sickness than others. The findings can be practically applied in predicting susceptibility to VR sickness prior to VR experiences.

Psychophysiological Effects of Navigation in a Virtual Reality (가상현실에서의 운행이 인체에 미치는 영향에 대한 심리생리학적 연구)

  • 김영윤;김현주;정명숙;이영혁;문성재;진창배;고희동;박병관;박광석
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2000.11a
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    • pp.242-248
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    • 2000
  • 본 연구에서는 가상현실에서 simulator factor [FOV (field of view)와 운행속도, frame rate의 fluctuation]를 변화시키면서 사용자들의 시지각 과제수행도, 생리신호의 변화를 관찰하였고, 가상현실 경험 전·후에 실시한 설문지 조사를 통해 심리적 영향도 알아보았다. 1) 가상현실 운행시 눈깜박임이감소하고 Pz, O1, O2 영역의 알파파가 줄어들며 텔타파가 늘어나는 생리적 변화가 나타났다. 2) 특히 가상현실에서 멀미를 보고했을때 심박률, 피부전도도가 증가하고 피부온도가 감소하는 것으로 나타났다. 멀미 보고시 나타난 변화는 교감신경계의 활동성이 증가하는 방향과 일치하였다. 3) 빠른 운행속도가 느린 운행속도보다 높은 말초혈류량 최대-최소차이값을 나타냈고, 넓은 FOV가 좁은 FOV보다 높은 심박률을 나타냈다. 좁은 화면 보다 넓은 화면 조건에서 Cz, Pz 영역의 알파파는 더 낮게 나타났고 텔타파는 더 높게 나타났다. frame rate의 fluctuation이 없을 때에 비해 있을때 더 높은 피부전도도를 보여주었다. 4) 가상현실 평가설문지 분석결과 신체적 불편감은 좁은 FOV·느린 운행속도 조건에서 가장 적은 불편감을 나타냈다. 과제수행 곤란도는 느린 운행속도에서 가장 적게 나타났고 과제수행 적중률은 느린 운행속도에서 가장 높게 나타났다. 생리신호, 과제수행 적중률, 설문지 분석결과는 좁은 FOV·느린 운행속도의 가상환경이 가장 멀미에 덜 민감하고 과제수행하기에 가장 용이한 것으로 나타났다.

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Cybersickness and Experience of Viewing VR Contents in Augmented Reality (증강현실에서의 가상현실 콘텐츠 시청 경험과 사이버 멀미)

  • Jiyoung Oh;Minseong Jin;Zion Park;Seyoon Song;Subin Jeon;Yoojung Lee;Haeji Shin;Chai-Youn Kim
    • Science of Emotion and Sensibility
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    • v.26 no.4
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    • pp.103-114
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    • 2023
  • Augmented reality (AR) and virtual reality (VR) differ fundamentally, with AR overlaying computer-generated information onto the real world in a nonimmersive way. Despite extensive research on cybersickness in VR, its occurrence in AR has received less attention (Vovk et al., 2018). This study examines cybersickness and discomfort associated with AR usage, focusing on the impact of content intensity and exposure time. Participants viewed 30-minute racing simulation game clips through AR equipment, varying in racing speed to alter content intensity. Cybersickness was assessed subjectively using the Simulator sickness questionnaire (SSQ; Kennedy et al., 1993). Findings revealed a progressive increase in cybersickness with longer exposure, persisting even after removing the AR equipment. Contrarily, content intensity did not significantly influence cybersickness levels. Analysis of the SSQ subscales revealed higher oculomotor (O) scores compared to nausea (N) and disorientation (D), suggesting that discomfort primarily stemmed from oculomotor strain. The study highlights distinct differences in user experience between AR and VR, specifically in subjective responses.

A Study on Reducing Cybersickness with HMD (HMD 기반에서 사이버멀미 감경에 연구)

  • Jung, A-Leum;Song, Eun-Jee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.959-960
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    • 2016
  • HMD(Head Mountain Display)을 이용한 가상환경 내에서 발생하는 멀미는 일상에서 느끼는 멀미와 흡사하다. 멀미는 평형감각을 담당하는 시각계와 전정계 및 체성감각계와 관련이 있으며, 그 기관계 간의 충돌로 인해 발생한다. 즉, 시각정보와 전정정보의 괴리에 의해 발생한다. 안구는 이러한 멀미감을 감소하기 위해 반사적으로 안구운동이 이루어지는데, 이것을 전정 안구 반사 라고한다. 머리가 움직이는 방향과 반대 방향으로 시야를 움직여 시야의 혼란 장애를 방지하는 운동으로, 주시 고정을 위해 시야 주변의 물체에 따라 표적을 원하는 물체에 시야를 고정시켜 안정적인 안구운동을 유지한다. 본 연구에서는 이러한 안구운동을 기반으로 안정적인 시각정보를 제공하여 사이버멀미를 줄이기 위한 콘텐츠 개발 방법론을 제시 하고자 한다.

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Effects of whole body movements in using virtual reality headsets on visually induced motion sickness (전신 움직임을 요구하는 컨트롤러가 가상현실 디바이스에서 시지각과 가상현실 멀미에 끼치는 영향)

  • Kim, Sung-ho;Shin, Dong-Hee
    • Journal of Digital Contents Society
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    • v.18 no.2
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    • pp.283-291
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    • 2017
  • Though new body movement based input system immerged in Virtual Reality (VR), VR still has a visually induced motion sickness (VIMS) problem to be accepted for users. VIMS are caused by changes in visually perceived movement that discord with vestibular system's sense of movement. Not only Head-body movements, but also hand gestures to make commands and torso movement can affect visual movement perception by enhancing immersion and its psychological product; presence. The question arises does whole body movement and hand gesture to make commands are more dominant to arousal, presence, and VIMS? To address this question, we conducted "2 (IV1; head-body movements only vs. whole body movements) * 1" between subject design experiment. The results showed that significant effect on whole body movements and arousal, marginally significant effect on presence. Eyewear usage was a moderator between hand gesture and presence relationship.

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

  • 김영윤;김은남;고희동;김현택
    • Science of Emotion and Sensibility
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    • v.6 no.1
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    • pp.11-16
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    • 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.

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The psychophysiological types in virtual reality user (가상현실 사용자의 심리생리학적 유형)

  • 김영윤;김현주;장현호;박병관;고희동;김현택
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2001.05a
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    • pp.156-161
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    • 2001
  • 본 연구에서는 45명의 가상현실 사용자들의 가상현실 전, 중, 후의 생리신호의 변화를 관찰하였고 성격, 능력 특성 설문지, 가상현실 평가 설문지를 이용하여 심리적 영향을 알아보았다. 체온의 변화 양상을 기준으로 하여 가상현실 사용자의 심리생리학적 유형을 나누고 유형별 심리적인 반응 특성을 살펴보았다. 1) A 유형: 가상현실 유행동안 체온이 연속적으로 감소하는 유형. 2) B 유형: 가상현실 윤행초기에 체온이 급격히 증가해서 운행동안 서서히 체온이 상승하는 유형. A 유형에 속하는 사용자들의 성격적 특성은 Holland의 성격 유형이론에 근거하여 실제형의 사람들이 많은 것으로 나타났으며 B 유형은 탐구형, 사회형의 사람들이 많은 경향으로 나타났다. 멀미민감도는 A 유형이 B 유형보다 더 크게 나타났다. A, B 유형의 뇌파분석 결과 정중 전두부 (Fz), 정중 중심부 (Cz)에서 베타파, 감마파 상대파워가 유의미한 차이가 있는 것으로 나타났다. 체온의 변화 양상에 따라 나눈 A, B 유형은 성격 및 능력 특성, 멀미민감도에 있어서 유형간 차이가 있는 것으로 나타났다.

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A study on the effect of virtual reality operations on cyber motion sickness (가상현실(VR)에서 조작행위가 사이버멀미에 미치는 영향)

  • Ko, Yun-Seo;Han, Jung-Wan
    • Journal of Digital Convergence
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    • v.18 no.6
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    • pp.451-457
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    • 2020
  • In this study, the degree of motion sickness displayed according to actions in virtual reality is measured based on the SSQ tool, a measuring tool, and factors and symptoms affecting cyber motion sickness are investigated through comparative analysis. In the first experiment, the operation method experiment, the simple operation method is measured to be highly affected by the Nausea factor. As symptoms of this, nausea, burp and headache symptoms were developed. In the second experiment, the larger the body rotation radius, the higher the motion sickness was measured, and the greater the influence of Nausea factors. Symptoms of this were the symptoms of burping, headaches, and a full head. In the third experiment, the physical mobility experiment, motion sickness was measured highly in the non-action controller. It was measured to be greatly affected by the Nausea factor. Symptoms of this include fever, headache, and a full head. Through this study, we found that the more fixed and simple the body is operated in virtual reality, the more sensitive the user is to motion sickness, and the larger the radius of rotation, the more sensitive it is to motion sickness. This study is meaningful in identifying factors and symptoms that affect motion sickness and VR manipulation, and is expected to be used by developers in the future to recognize the degree and symptoms of motion sickness of users and to develop content.

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;Kim, Yu-lim;Moon, Sang-cheol;Lee, Dong-hung;Lim, Ho-jeong;Jang, Eun-kyung;Hung, Ji-eun;Kang, Jong-ho
    • Journal of Convergence for Information Technology
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    • v.8 no.1
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    • pp.131-138
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    • 2018
  • 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.

Data-driven camera manipulation about vertical locomotion in a virtual environment (가상환경에서 수직 운동에 대한 데이터 기반 카메라 조작)

  • Seo, Seung-Won;Noh, Seong-Rae;Lee, Ro-Un;Park, Seung-Jun;Kang, Hyeong-Yeop
    • Journal of the Korea Computer Graphics Society
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    • v.28 no.3
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    • pp.13-21
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    • 2022
  • In this paper, the goal is to investigate how manipulating the camera can minimize motion sickness and maximize immersion when a user moves in a virtual environment that requires vertical movement. In general, since a user uses virtual reality in a flat space, the actual movement of the user and the virtual movement are different, resulting in sensory conflict, which has the possibility of causing virtual reality motion sickness. Therefore, we propose three powerful camera manipulation techniques, implement them, and then propose which model is most appropriate through user experiments.