• Title/Summary/Keyword: 가상 멀미

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A study on Prediction of Simulator Sickness in Driving Simulation (자동차 모의운전환경에서 Simulator Sickness의 예측에 관한 연구)

  • 김도희
    • Proceedings of the Korea Society for Simulation Conference
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    • 1998.10a
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    • pp.170-173
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    • 1998
  • 본 연구에서는 시뮬레이터나 그와 유사한 가상현실환경(Virtual Reality Environment ; VRE)에서 일어날 수 있는 Simulator Sickness가 어떤 사람들에게 쉽게 발생하는지를 예측하기 위하여 다중선형회귀(Multiple linear regression) 방정식으로 예측회귀모형을 제시하였다. 이 회귀모형에서의 종속변수는 김도희 외(1998)에 의해 개발된 RSSQ의 종합점수이고, 독립변수는 실제운전경력에 1을 더한 값에 나이를 곱한 값, 과거 멀미를 경험한 정도, 1주일 평균 동화상 시간, 현재의 건강상태로 되어져 있다. 이 회귀모형의 R2값은 약 0.52로 Kolasinski(1996)의 모델보다 설명력이 18% 증가하였고, 부수적인 별도의 실험을 하지 않고도 간단한 개인 신상에 관한 간단한 자료만으로도 훨씬 좋은 결과를 예측할 수 있게 되었다. 따라서 시뮬레이터나 가상현실에서 일어나는 Simulator Sickness가 어떠한 사람에게 걸리기가 쉬운지를 쉽게 예측할 수 있게 되었고, 이러한 사람들에게는 시뮬레이터나 가상현실의 이용을 자제시키거나 주의를 주어 특별관리 함으로써 시뮬레이터나 가상현실을 운영하는데 많은 도움을 줄 수 있을 것이다.

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Effect of Simulator Sickness Caused by Head-mounted Display on the Stability of the Pupillary Rhythm (머리착용 디스플레이에 의해 유발된 멀미 증상이 동공 리듬의 안정성에 미치는 영향)

  • Park, Sangin;Lee, Don Won;Mun, Sungchul;Kim, Hong-Ik;Whang, Mincheol
    • Science of Emotion and Sensibility
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    • v.21 no.4
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    • pp.43-54
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    • 2018
  • The aim of this study is to determine the effect of motion sickness on pupil rhythm. Sixteen volunteers of both genders (8 male, 8 female, mean age $25.67{\pm}2.43$ years) experienced VR contents in both 2D and HMD versions for 15 minutes, and their pupillary rhythms were compared. The irregular pattern of the pupillary rhythms, as demonstrated by increasing mean pupil diameter (mPD) and standard deviation of the pupil diameter (sPD), revealed motion sickness after experiencing HMD condition. The pupillary response is strongly related to the cognitive load, and the motion sickness can be interpreted as a change in the cognitive load caused by the increasing volume of visual information that must be processed and the conflict or inconsistency between different sensory modalities. The method proposed in this study could be a non-contact measurement method for the monitoring of motion sickness using a web-camera rather than previous sensor-based methods.

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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A study on visuomotor and visuotactile synchronization in full body ownership illusion with virtual avatars (가상 아바타와의 전신 몸 소유감에서 시각-운동 및 시각-촉각 동기화에 관한 연구)

  • Oh, Jintaek;Kim, Jihwan;Kim, Kwanguk
    • Journal of the Korea Computer Graphics Society
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    • v.28 no.3
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    • pp.1-11
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    • 2022
  • Body ownership illusion (BOI), which means 'the illusion that a non-bodily object feels like my body', has been actively studied since the Rubber-hand Illusion showed that a person can feel a rubber hand like one's own hand. It has been proven that BOI can be elicited for virtual bodies in virtual reality. Although many studies have been examined the effect of visuomotor (VM) and visuotactile (VT) stimuli, which are mainly used for the elicitation of BOI, there were very limited studies that delivered both stimuli to the whole body at the same time. In this paper, we investigated how each stimulus affects BOI when delivering VM and VT stimulisimultaneously to the virtual avatar, and examined user experience that appears as presence, emotion, and virtual motion sickness. The results showed that BOI was high when VM is synchronous, but there was no significant difference according to VT levels. In the case of presence, it was confirmed that VT affects only when VM is synchronous, and in the case of emotion, both VM and VT affect valence, and in the case of virtual motion sickness, a statistical difference is not found.These results suggest that overall synchrony of VM is important factor in BOI with virtual avatars, but that the matching VT affects subjective experience such as presence when VM is synchronous.

Effects of Dementia Experience using Virtual Reality on Public Awareness and Attitude toward Dementia Patients (3D 가상치매체험 프로그램이 치매에 대한 태도와 인식변화에 미치는 효과)

  • Jeong, Ji Woon;Kim, Hyun Taek;Park, June Hyuk
    • Journal of the HCI Society of Korea
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    • v.13 no.4
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    • pp.5-14
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    • 2018
  • The Empathy for Dementia using Virtual Reality (EDuVR) system, developed by the Jeju Provincial Dementia Center, is a 3D video system capturing the experience of dementia in a first-person perspective using 360 degree vritual reality (VR) technology. It was developed to create a greater understanding of dementia and to help people empathize with individuals with dementia through an immersive VR experience. The EDuVR shows how a dementia patient has impairments in memory, orientation, language, judgment and problem solving, as well as problems with activities of daily living. The present study reported the effectiveness of the EDuVR experience in changing public awareness of, and attitude toward, dementia. Sixty-six participants were assigned to the EDuVR (n = 34) or the conventional education (n = 32) groups, and two types of questionnaires - attitude and awareness questionnaires - were administered to the subjects before and after the EDuVR experience or education. The simulator sickness and presence questionnaires were administered to the EDuVR group to assess cybersickness and presence of the VR experience. As a results, the attitude and awareness toward dementia patients changed positively in both the EDuVR and the conventional education groups, and these changes did not differ between two groups. Only one person reported a significant level of cybersicness after experiencing the EDuVR system. These results suggest that the EDuVR enhances the level of understanding and empathy for dementia and would be a useful tool for improving awareness in the general public.

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An Systematic Review of Trend Analysis in the Addiction Treatment Using Virtual Reality Technology (가상현실을 이용한 중독치료 동향 분석을 위한 체계적 문헌고찰)

  • Kim, Jinsoo Jason;Kim, Nami;Amista, Narcie Faith;Jang, Se Eun;Park, Kyung Eun;Kim, Bee
    • Proceedings of the Korea Contents Association Conference
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    • 2017.05a
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    • pp.301-302
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    • 2017
  • 본 논문은 가상현실을 이용한 중독치료 동향분석을 위해 관련 연구사례들을 수집하고 중독현상별로 분류하여 치료방법과 치료의 유용성과 한계점, 발전 방안을 분석하였다. 학술연구 데이터베이스인 Science Direct, Medline, Proquest 그리고 Embase에 등재된 논문들 중 1999년부터 2016년까지 중독치료를 위해 가상현실 기술을 실험적으로 적용하고 효과를 검증한 연구 46편을 선정하여 중독의 범주별 치료효과를 분석하였다. 가상현실 치료내용은 단서노출치료를 주로 활용하고 있으며 연구대상은 청소년들보다 성인들이 더 많았다. 니코틴 중독 가상현실치료 연구가 가장 많은 수를 차지했고 그 다음으로는 알코올, 코카인/필로폰, 마리화나 순으로 확인되었다. 가상현실 치료는 다양한 중독 치료에 효과가 있었으며 인지치료와 함께 적용할 때 효과가 더 높았다. 치료의 한계점으로는 비용과 절차상 특수성, 사이버 멀미 등으로 인해 연구대상이 소수이며, 치료회기가 짧고, 장기연구 또는 추후연구를 실시한 경우 많지 않아 추후에 연구완성도를 보완하는 시도가 필요함을 알 수 있었다.

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Practical BioSignal analysis for Nausea detection in VR environment (가상현실환경에서 멀미 측정을 위한 생리신호 분석)

  • Park, M.J.;Kim, H.T.;Park, K.S.
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2002.11a
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    • pp.267-268
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    • 2002
  • We developed nausea, caused by disorder of autonomic nervous system, detection system using bio-signal analysis and artificial neural network in virtual reality enironment. We used 16 bio-signals, 9 EEGs, EOG, ECG, SKT, PPG, GSR, RSP, EGC, which has own analysis methods. We estimated nausea level by artificial neural network.

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VR Interface for Immersive Expression of the User's Walking, Running, Limp and Zombie States (사용자의 걷기, 뛰기, 절름발이 움직임을 몰입감 있게 표현하기 위한 VR 인터페이스)

  • Moon, YeRin;Park, Seong-A;Park, Soyeon;Kim, Jong-Hyun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.07a
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    • pp.549-552
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    • 2022
  • 본 논문에서는 가상현실에서 헤드 마운티드 디스플레이(Head mounted display, HMD) 사용자와 Non-HMD 사용자에게 사용자의 걷기, 뛰기, 절름발이 움직임을 몰입감 있게 표현하기 위한 새로운 가상현실(VR, Virtual Reality) 인터페이스를 제안한다. 가상현실에서는 몰입감을 높이기 위해 시각적 감각을 활용한 HMD와 사용자의 자세나 움직임을 추적하는 장비를 활용하지만, 일반적인 사용자들에게 HMD 보급은 많이 이루어져 있지 않으며, 비용적인 측면과 멀미로 인해 가상현실 콘텐츠에 몰입하기 어렵다. 본 논문에서는 효율적으로 몰입도를 높이고 비용적인 부담을 줄여주기 위해 아두이노를 활용한 새로운 보행 인터페이스 장치를 제안한다. 보행 인터페이스 장치는 사용자의 다리 가속도 정보를 기반으로 사용자의 상태 변화에 맞게 패턴을 설정하여 사용자의 걷기, 뛰기, 절름발이 움직임을 통해 사용자 캐릭터의 움직임을 제어하고 표현할 수 있는 새로운 결과를 보여준다.

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A Study on Language Anxiety and Learning Achievement through Immersive Virtual Reality English Conversation Learning Program (몰입형 가상현실 영어 회화 학습 프로그램을 통한 언어불안감과 학습성취도에 대한 연구)

  • Jeong, Ji-Yeon;Seo, Su-Jong;Han, Ye-Jin;Jeong, Heisawn
    • Journal of the Korea Convergence Society
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    • v.11 no.1
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    • pp.119-130
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    • 2020
  • This study developed an English conversation learning program in immersive virtual reality (VR) environments and compared its effects with non-immersive VR environment using a computer monitor. The effects of the program was assessed using language anxiety and learning achievement. The results indicated that students' language anxiety decreased significantly after learning English conversation in VR environment, but there was no difference between immersive and non-immersive VR. The two VR conditions also produced similar learning outcomes. Future research on immersive VR need to address cyber sickness problems and develop effective learning contents in order to realize its potential for learning.

VR Tourism Content Using the HMD Device (HMD를 이용한 VR 관광 콘텐츠)

  • Han, Jong-Sung;Lee, Geun-Ho
    • The Journal of the Korea Contents Association
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    • v.15 no.3
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    • pp.40-47
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    • 2015
  • VR(virtual reality) which already is used commonly in diverse areas including entertainment, design, and simulation training is most important area in ICT. VR already has various uses within the tourism sector. As VR technology continues to evolve, there is little reason to doubt that it will become more prevalent throughout society and the tourism sector in particular. In this paper, we plan to improve the VR content to the market possibility and competitiveness of VR content in the culture industry. Out of focus, lens dust, motion blur, blur effect were minimized to improve the simulation sickness which caused by the cognitive dissonance in the HMD. And also, the content was considered UI design for user's immersion.