• Title/Summary/Keyword: 멀미

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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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선박의 운항환경 모니터링 시스템 개발

  • Yun, Hyeon-Gyu;Lee, Gyeong-Jung;Lee, Dong-Gon
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2007.12a
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    • pp.11-13
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    • 2007
  • 본 연구에서 개발한 운항환경 모니터링 시스템은 5개의 가속도계와 자이로, 데이터 취득장치를 포함한 계측 및 통신부, 중앙에서 데이터를 관리하고, 운항지수를 계산하는 전산기로 구성된다. 계측된 가속도와 각속도를 이용하여 운항환경을 나타내는 정량적 지수인 뱃멀미 지수(Motion Sickness Incidence, MSI), 분당 작업방해회수(Motion Induced Interrupt, MII)를 실시간으로 계산한다. 개발된 시스템은 한국해양대학교 실습선인 한나라호의 부산 목포 연안항해시 실선시험을 통하여 유효성을 확인하였다.

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The Content Development for puzzle and escape game based Virtual reality technology (가상현실 기반 퍼즐과 탈출게임 콘텐츠 개발)

  • Kim, Jun-Hyung;Song, Eun-Jee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.05a
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    • pp.619-621
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    • 2018
  • 최근 가상현실을 활용한 게임콘텐츠들이 많이 제작되고 있다. 그러나 킬러콘텐츠가 부족한 상황이며 가상현실 게임을 즐기기 위해 사용하는 HMD(Head Mounted Display)는 멀미감 때문에 장시간 사용하기 힘들다. 본 연구에서는 멀미감을 최소화할 수 있는 퍼즐과 요즈음 오프라인에서 인기가 있는 방탕출 게임을 동시에 즐길 수 있는 콘텐츠를 제안한다. 특히, 개발한 콘텐츠는 Unreal Engine을 사용함으로서 게임에 현실성을 더욱 가미할 수 있었고 남녀노소 누구나 즐길 수 있는 범용적인 콘텐츠이다. Unreal Engine을 활용한 게임이 별로 많지 않아 본 콘텐츠는 향후 Unreal Engine를 활용한 게임을 제작하는데 도움이 될것이라 사료된다.

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Study on the Influence of VR Characteristics on User Satisfaction and Intention to Use Continuously -Focusing on VR Presence, User Characteristics, and VR Sickness- (VR 특성이 이용자 만족과 지속이용의도에 미치는 영향에 관한 연구 -VR 프레즌스, 이용자 특성, VR 멀미를 중심으로-)

  • Jang, Hyung-Jun;Kim, Kwang-Ho
    • The Journal of the Korea Contents Association
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    • v.18 no.5
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    • pp.420-431
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    • 2018
  • This study approaches the subject of satisfaction and persistent use intention based on presence based on virtual reality (VR). VR presence, user characteristic, and VR sickness, content satisfaction and system satisfaction, and continued use intention through this of 569 men and women commissioned by the survey agency were investigated. In the content of the study, the constituent factors of VR presence, an independent variable, were set as realism, immersion, and interaction. The user characteristics were set as the individual 's propensity to innovate, the degree of immersion, and the experience of using VR. VR Presence, User Characteristics, VR Sickness of Intention of Continuous Usage were set as research problems and models. Eight hypotheses were adopted in the analysis of the research problem applying the structural equation modeling (SEM) model. In conclusion, this study suggests that content satisfaction, which has the greatest influence on VR content satisfaction and persistent intention, is suggested.

Measurement of postural instability before and after experiencing a VR system by using a force platform (힘판을 이용한 가상현실 체험 전후 신체동요의 측정)

  • 박재희;김영윤;김은남;김현택;고희동
    • Science of Emotion and Sensibility
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    • v.5 no.4
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    • pp.45-49
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    • 2002
  • Recently, virtual environment systems are used in various application fields such as industry, medicine, and training and education. However, the negative effect, cybersickness including nausea, visual fatigue, and disorientation, could be happened while using VR systems. It prevents VR system from spreading much more. To control the cybersickness, first of all, the objective measurement method should be established. As one of alternative methods, the postural instability could be a measure of cybersickness. In this study, 45 participants' postural sway before and after experiencing a H driving simulator was measured by using a force platform. Especially, we examined if two factors, motion and feedback, could affect on the postural instability The results showed the postural instability slightly increased after experiencing the VR driving simulator. For the factors, the providing of motion synchronized to visual display showed statistical significant decrease in postural sway along lateral side. To check the effectiveness of postural instability as a cybersickness measure, further studies are needed.

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Predicting Sensitivity of Motion Sickness using by Pattern of Cardinal Gaze Position (기본 주시눈 위치의 패턴을 이용한 영상멀미의 민감도 예측)

  • Park, Sangin;Lee, Dong Won;Mun, Sungchul;Whang, Mincheol
    • Journal of the Korea Convergence Society
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    • v.9 no.11
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    • pp.227-235
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    • 2018
  • The aim of this study is to predict the sensitivity of motion sickness (MS) using pattern of cardinal gaze position (CGP) before experiencing the virtual reality (VR) content. Twenty volunteers of both genders (8 females, mean age $28.42{\pm}3.17$) participated in this experiment. They was required to measure the pattern of CGP for 5 minute, and then watched VR content for 15 minute. After watching VR content, subjective experience for MS reported from participants using by 'Simulator Sickness Questionnaire (SSQ)'. Statistical significance between CGP and SSQ score were confirmed using Pearson correlation analysis and independent t-test, and prediction model was extracted from multiple regression model. PCPA & PCPR indicators from CGP revealed significantly difference and strong or moderate positive correlation with SSQ score. Extracted prediction model was tested using correlation coefficient and mean error, SSQ score between subjective rating and prediction model showed strong positive correlation and low difference.

IFX : FEM/CFD visualization system for Desktop-Immersive environment collaborative work (IFX : 데스크탑 - 몰입 환경 간 협업을 위한 FEM/CFD 가시화 시스템)

  • Yun, Hyun-Joo;Wundrak, Stefan;Jo, Hyun-Jei
    • 한국HCI학회:학술대회논문집
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    • 2007.02a
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    • pp.661-666
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    • 2007
  • 최근들어 제품을 개발하는 과정 중, 디자이너와 개발자, 의사 결정권자들이 FEM, CFD 시뮬레이션 결과를 리뷰할 때에 가상현실기술을 도입하는 사례가 늘고 있다. 몰입감을 높여주는 가상현실환경은 모델에 대한 해석 결과물을 정확하고 효과적으로 분석할 수 있도록 돕는다. 데이터의 실제 크기와 같게 혹은 그보다 더 크고 자세한 이미지를 제공하는 가상현실 몰입환경은 사용자가 데스크탑 환경만을 사용할 때 경험할 수 없는 높은 사실감을 제공함으로써 사용자에게 시각적인 만족감을 줄 수 있다. 하지만 데스크탑 환경에 비해 해상도가 낮고, 어두운 곳에서 스테레오 안경이나 HMD(Head Mounted Display), Data glove등을 착용해야 하는 불편함과 멀미, 시각적인 피로, 방향감각 상실로 대표되는 가상멀미 등으로 인해 장시간 사용에 어려움이 있다. 데스트탑 환경에서의 데이터 리뷰는 고해상도 이미지 분석은 가능하지만, 입체감이 떨어지기 때문에 리뷰 데이터의 실제감이 떨어진다. 이와 같은 문제점들을 보완하기 위해서 본 논문에서는 데스크탑 환경과 가상현실 환경 간의 협업이 가능한 FEM/CFD 가시화 시스템을 제시한다. 본 시스템은 가상현실 몰입환경에서 해석 데이터를 단순히 가시화하는 것뿐만이 아니라, 데스크탑 시스템과 동일한 3D 인터페이스 구조를 제공한다. 따라서, 해석 결과 분석을 위한 동일한 post-processing 작업이 네트워크로 연결된 원격 공간의 사용자들이 사용하는 시스템들 사이에서 실시간으로 진행될 수 있다.

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Systematic review of the effect of dried ginger powder on improvement of nausea and vomiting associated with early pregnancy or motion sickness (생강 건조 분말의 임신 및 멀미에 의한 오심, 구토 개선 기능성에 대한 체계적 고찰)

  • Kwak, Jin Sook;Paek, Ju Eun;Jeong, Sewon;Kim, Joohee;Kim, Ji Yeon;Kwon, Oran
    • Journal of Nutrition and Health
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    • v.47 no.1
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    • pp.45-50
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    • 2014
  • Purpose: Ginger (Zingiber officinale) has been widely used as an antiemetic agent. This systematic review was aimed at evaluation of the effect of dried ginger powder supplementation on improvement of nausea and vomiting associated with early pregnancy or motion sickness. Methods: We searched Pubmed, Cochrane, Science Direct, and KISS (Korean studies Information Service System) using keywords such as ginger or Zingiber officinale in combination with nausea, vomiting, motion sickness, or pregnancy, published in March 2013. Results: The strength of the evidence was evaluated on the selected 12 RCTs (randomized controlled trials). Eleven trials including 2,630 subjects showed that supplementation with dried ginger powder resulted in significant improvement of nausea or vomiting related to early pregnancy or motion sickness. Among the nine studies including 809 women in early pregnancy before 20 weeks of gestation, ginger supplementation was superior to placebo in five studies (n = 305), and as effective as positive control (vitamin $B_6$ or dimenhydrinate) in four studies (n = 504). Ginger intake significantly reduced the episodes or severity of vomiting related to motion sickness compared to placebo or showed the same effect as several antiemetic drugs in two studies (n = 1,821). Conclusion: Our findings added evidence indicating that ginger powder supplements might improve the symptoms of nausea or vomiting related to early pregnancy or motion sickness without significant adverse events.

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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