• Title/Summary/Keyword: 멀미

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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.

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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A Study on Motion Sickness Incidence due to Changes in the Speed of the Training Ship Kaya (실습선 가야호의 선속 변화에 따른 뱃멀미 지수에 관한 연구)

  • Han, Seung-Jae;Ha, Young-Rok;Lee, Seung-Chul;Lee, Chang-Woo;Kim, In-Chul
    • Journal of the Korean Society of Marine Environment & Safety
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    • v.20 no.2
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    • pp.228-233
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    • 2014
  • In this paper, the motion performance in waves for the training ship Kaya of Pukyong National University is obtained by using a computer program based on Strip method. To guarantee the pleasant seafaring in ocean, the vertical acceleration of ship motion is calculated according to the location of the ship. The results of calculation by changes of ship speed are compared with the guideline of MSI(Motion Sickness Incidence). The degree of motion sickness is shown and discussed through the comparison between calculated vertical acceleration spectrum and MSI guideline. The computational results of MSI were as follow; when ship speed increased in the order of 5 knots, 10 knots, 12 knots and encounter angle became the bow quartering sea of $120^{\circ}$ compared to $180^{\circ}$ and $150^{\circ}$, the vertical acceleration values grew higher.

Development of an IoT-Based Dizziness Detection System for VR Applications (VR 애플리케이션을 위한 사물인터넷 기반 어지럼증 검출 시스템 개발)

  • Ko, Euni;Kim, Youngcheon;Park, Hyelee;Jung, Wonseok;Seo, Jeongwook
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2019.05a
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    • pp.423-425
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    • 2019
  • Users may experience a sub-type of motion sickness, called cybersickness, when interacting with virtual reality (VR) applications in the state of wearing head mounted display (HMD) devices. Although the root cause of cybersickness is still unclear, it is believed to result from a sensory mismatch between visual and vestibular systems. However, there is a lack of studies developing data collection and analysis systems to measure cybersickness. In this paper, therefore, a system is designed that collects electroencephalography (EEG) and physiological data from a user wearing a VR HMD device through an internet of things (IoT) platform and decides whether a user experiences a symptom of cybersickness, namely dizziness, or not by using a decision threshold. Experimental results showed that the proposed system achieved about 92% accuracy of a dizziness detection when considering 14 participants.

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Study on the Motion Sickness Dose Values in Express Buses (고속 버스에서의 멀미발생 예측에 관한 연구)

  • 장한기;김승한;송치문;김성환;홍석인
    • Transactions of the Korean Society for Noise and Vibration Engineering
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    • v.13 no.7
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    • pp.548-554
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    • 2003
  • This study alms to investigate the dynamic properties of express buses in the very low frequencies which cause motion sickness Incidence. Since passengers often use express buses for long distance traveling. it is a critical point whether the ride give rise to motion sickness or not. In the study accelerations at the three Points on the floor of the six test vehicles were measured during the driving at constant speeds. By applying the frequency weighting corves suggested in ISO 26.31-1, the Physical quantity of accelerations were changed into the perceptual amount used to judge quantitatively the incidence of motion sickness. Motion sickness dose values were calculated from the frequency weighted time history of acceleration signals, and compared between the vehicles, driving conditions. and the seat positions in the bus. During the 50 minutes' driving on the public road and high ways. the vomiting incidence ratios were seen to range from 0.4 to 0.8 %. which is equivalent to 2.4 to 4.8 % for 5 hours' driving. Unlike the very smooth road conditions considered in this work, motion sickness dose values encountered in real situations are expected to increase.

Study on the Motion Sickness Incidence in Express Buses (장거리 여행용 버스에서의 멀미발생 예측에 관한 연구)

  • 장한기;김승한;송치문;김성환;홍석인
    • Proceedings of the Korean Society for Noise and Vibration Engineering Conference
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    • 2003.05a
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    • pp.234-240
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    • 2003
  • This study aims to investigate dynamic properties of express buses in the very low frequencies which affect motion sickness incidence. Since passengers often use express buses for long distance traveling, it is a critical point whether a give rise to motion sickness or not. In the study accelerations at the three points on the floor of the six test vehicles were measured during the driving at constant speeds. By applying frequency weighting curves suggested in ISO 2631-1 and ISO 2631-3, physical amount of accelerations were changed into perceptual amount which determines incidence of motion sickness. Motion sickness dose values were calculated from the frequency weighted time history of accelerations, and compared between the vehicles, driving conditions, and the seat positions in the bus. During the driving on public road and high ways for 50 minutes vomiting incidence ratios ranged 0.4 to 0.8%, which were equivalent to 2.4 to 4.8% for 5 hours' driving. The value of 4.8 % means two among 45 passengers may vomit after the traveling, which is very serious situation. Considering the very smooth driving condition at which the data were collected, motion sickness dose values will increase in real situations

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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.

Development of a vestibulo-ocular reflex measurement system for the study of cybersickness (사이버멀미 경감 연구를 위한 전정안구반사 측정 시스템 개발)

  • Jeon, Hyeonjin;Chang, EunHee;Wendimagegn, Tariku Weldtsadik;Park, Chan Hyun;Jeong, Ji Woon;Kim, Hyun Taek
    • Science of Emotion and Sensibility
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    • v.18 no.1
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    • pp.27-38
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    • 2015
  • Vestibulo-ocular reflex (VOR) is a compensatory response of the extraocular muscles generated by vestibular signals to stabilize images on the retina during head/body movements. It has been reported that mismatches between retinal and vestibular information, which cause motion sickness or cybersickness, modify VOR. To investigate the characteristic changes of VOR in subjects experiencing cybersickness, we developed a low-cost, multi-purpose VOR measurement system using LabVIEW and Arduino. To test the applicability of the system, we performed two experiments. In Experiment 1, horizontal and vertical VORs of four participants were measured using a vestibular autorotation task. In Experiment 2, eight participants were exposed to a virtual navigation to measure changes of VORs as an index of cybersickness. We observed significantly greater head rotations and eye movements while the participants were exposed to the virtual navigation than to a static image. The results suggest that the present system can help understand the psychophysiological mechanisms of cybersickness symptoms.