• Title/Summary/Keyword: 사이버멀미

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An Integrated Model of Cybersickness: Understanding User's Discomfort in Virtual Reality (사이버멀미 통합 모델: 가상현실 사용자의 불편감 현상 연구)

  • Chang, Eunhee;Seo, Daeil;Kim, Hyun Taek;Yoo, Byounghyun
    • Journal of KIISE
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    • v.45 no.3
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    • pp.251-279
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    • 2018
  • Users can experience cybersickness when interacting with virtual reality (VR). The symptoms of cybersickness are similar to those of motion sickness which include eye fatigue, disorientation, and nausea. Despite the longstanding interest of user's discomfort, inconsistent results have been drawn on the underlying mechanisms and solutions of cybersickness. In this study, we propose an integrated view of cybersickness connecting causes of the symptoms, human perception model, and measurements of cybersickness. Cybersickness-related factors of previous research are reorganized into content, hardware, and human factors as well as analyzed in terms of VR fidelity. Also, pros and cons that measure the degree of cybersickness are discussed.

The efficacy of biofeedback in reducing cybersickness in virtual navigation (생체신호 피드백을 적용한 가상주행 환경에서 사이버 멀미 감소 효과)

  • 김영윤;정찬용;김은남;윤정민;서동오;고희동;김현택
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2002.05a
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    • pp.90-94
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    • 2002
  • 이전연구에서 가상현실에 몰입하는 동안 넓은 시야 (Field of view: 150$^{\circ}$)와 빠른 운행속도 (70 km/sec)가 사이버멀미를 심화시킨다는 결과를 얻었다: 피험자의 90%가 좁은 시야 (50$^{\circ}$)와 느린 운행속도 (30 km/sec)에서 사이버멀미 증상이 적었다. 본 실험에서는 피험자가 생리적인 동요를 경험할 때마다 바이오피드백 방법을 사용해서 사이버멀미 감소 가상환경 (cybersickness alleviating virtual environment, CAVE)을 제시한 후, 그 효과를 관찰하였다. 피부전도도, 말초체온, 말초혈류량, 심박률, 눈 깜박임, 뇌전위의 변수들을 입력으로 하는 인공신경망으로 구성된 실시간 멀미 탐지 시스템과 CAVE-제시 피드백 시스템을 구축하였다. 이 시스템은 생리적 측정치들이 사이버멀미의 출현을 신호할 때마다 피드백 출력으로 좁은 화면과 감소된 운행속도를 일시적으로 제공했다. 36명의 피험자를 대상으로 SSQ (simulator sickness questionnaires)와 자기보고를 이용하여 사이버멀미의 빈도와 심각도를 조사하였다. 모든 피험자는 한달 간격으로 CAVE 조건과 non-CAVE 조건에서 두 번 가상현실을 경험하였다. 사이버멀미의 빈도와 심각도는 non-CAVE 조건보다 CAVE 조건에서 유의미하게 감소하였다. 즉, 전기생리학적 특징들에 기반한 인공신경망에 의해 제공된 좁은 시야와 느린 운행의 가상환경은 사이버멀미 증상들을 의미있게 감소시켰다. 이러한 결과들은 생체신호 피드백 시스템을 이용하여 인간 친화적 가상환경을 구축할 수 있는 가능성을 보인 것이다.

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A study on the relationship between gaze guidance and cybersickness using Eyetracking (시선 추적기법을 활용한 시선 유도와 사이버 멀미 관계 연구)

  • Lee, TaeGu;Ahn, ChanJe
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.3
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    • pp.167-173
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    • 2022
  • The size of the virtual reality market is growing every year, but cybersickness that occurs in virtual reality has not been resolved yet. In this paper, results were derived through experiments on the relationship between cybersickness and gaze guidance occurring in virtual reality contents. Using eye tracking technique, the relationship of gaze movement with cybersickness was identified. The experiment was divided into two groups to find out whether visual induction affects cyber sickness. In addition, the results were analyzed by dividing the two groups to check whether cyber sickness showed different results according to gender. We also analyzed using the SSQ questionnaire to measure cybersickness. We tried to understand the relationship between gaze guidance and cybersickness through two methods. As a result of the experiment, it was found that the induction of a clear gaze caused the concentration of the gaze, and it was effective in cybersickness through the rotation of the camera. In order to alleviate cyber sickness, it has been confirmed that concentrating one's eyes through gaze-guided production is effective for cyber sickness. It is hoped that this result will be used as a way to alleviate cyber sickness for producers who want to use virtual reality to produce content.

A Study on the Improvement of VR Sickness (VR 멀미개선에 대한 연구)

  • Lee, Sang-Rok;Kim, Young-Gyun
    • Proceedings of the Korea Information Processing Society Conference
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    • 2017.11a
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    • pp.1012-1014
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    • 2017
  • 최근 가상현실(VR)기기와 콘텐츠가 전 세계적으로 주목을 받고 있고 많이 대중화되는 추세이다. 하지만 VR콘첸츠 체험 후 많은 이들이 사이버멀미를 호소한다. 사이버멀미는 머지않은 4차산업 발전에 도래하기 위해선 반드시 해결해야 할 불가피한 문제이다. 본 논문은 사이버멀미의 원인을 분석하고 원인에 상응한 기술적 요소에 접근하여 사이버멀미 개선 프로세스를 제안하였다.

Development of a Method of Cybersickness Evaluation with the Use of 128-Channel Electroencephalography (128 채널 뇌파를 이용한 사이버멀미 평가법 개발)

  • Han, Dong-Uk;Lee, Dong-Hyun;Ji, Kyoung-Ha;Ahn, Bong-Yeong;Lim, Hyun-Kyoon
    • Science of Emotion and Sensibility
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    • v.22 no.3
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    • pp.3-20
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    • 2019
  • With advancements in technology of virtual reality, it is used for various purposes in many fields such as medical care and healthcare, but as the same time there are also increasing reports of nausea, eye fatigue, dizziness, and headache from users. These symptoms of motion sickness are referred to as cybersickness, and various researches are under way to solve the cybersickness problem because it can cause inconvenience to the user and cause adverse effects such as discomfort or stress. However, there is no official standard for the causes and solutions of cybersickness at present. This is also related to the absence of tools to quantitatively measure the cybersickness. In order to overcome these limitations, this study proposed quantitative and objective cybersickness evaluation method. We measured 128-channel EEG waves from ten participants experiencing visually stimulated virtual reality. We calculated the relative power of delta and alpha in 11 regions (left, middle, right frontal, parietal, occipital and left, right temporal lobe). Multiple regression models were obtained in a stepwise manner with the motion sickness susceptibility questionnaire (MSSQ) scores indicating the susceptibility of the subject to the motion sickness. A multiple regression model with the highest under the area ROC curve (AUC) was derived. In the multiple regression model derived from this study, it was possible to distinguish cybersickness by accuracy of 95.1% with 11 explanatory variables (PD.MF, PD.LP, PD.MP, PD.RP, PD.MO, PA.LF, PA.MF, PA.RF, PA.LP, PA.RP, PA.MO). In summary, in this study, objective response to cybersickness was confirmed through 128 channels of EEG. The analysis results showed that there was a clearly distinguished reaction at a specific part of the brain. Using the results and analytical methods of this study, it is expected that it will be useful for the future studies related to the cybersickness.

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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Motion Sickness Measurement and Analysis in Virtual Reality using Deep Neural Networks Algorithm (심층신경망 알고리즘을 이용한 가상환경에서의 멀미 측정 및 분석)

  • Jeong, Daekyo;Yoo, Sangbong;Jang, Yun
    • Journal of the Korea Computer Graphics Society
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    • v.25 no.1
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    • pp.23-32
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    • 2019
  • Cybersickness is a symptom of dizziness that occurs while experiencing Virtual Reality (VR) technology and it is presumed to occur mainly by crosstalk between the sensory and cognitive systems. However, since the sensory and cognitive systems cannot be measured objectively, it is difficult to measure cybersickness. Therefore, methodologies for measuring cybersickness have been studied in various ways. Traditional studies have collected answers to questionnaires or analyzed EEG data using machine learning algorithms. However, the system relying on the questionnaires lacks objectivity, and it is difficult to obtain highly accurate measurements with the machine learning algorithms. In this work, we apply Deep Neural Network (DNN) deep learning algorithm for objective cybersickness measurement from EEG data. We also propose a data preprocessing for learning and network structures allowing us to achieve high performance when learning EEG data with the deep learning algorithms. Our approach provides cybersickness measurement with an accuracy up to 98.88%. Besides, we analyze video characteristics where cybersickness occurs by examining the video segments causing cybersickness in the experiments. We discover that cybersickness happens even in unusually persistent changes in the darkness such as the light in a room keeps switching on and off.

Development of an Evaluation Tool Model for Cybersickness Measurement of Immersive Virtual Reality (몰입형 가상현실 사이버 멀미 측정을 위한 평가 도구 모델 개발)

  • Choi, Chang-Min;Jung, Hyeon-Won
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.5
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    • pp.59-65
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    • 2019
  • The decline of cybersickness, an important task that must be addressed in terms of growth of the virtual reality content industry, is a subject of much attention not only in the industrial sector but also in academia. However, despite the long-standing interest in and research on cybersickness, the solution is insufficient. In this paper, the purpose of this paper is to develop a tool to effectively measure cybersickness when users experience immersive virtual reality, and come up with measures to reduce cybersickness. First, the common factors related to cybersickness were analyzed in the method used in the preceding study, and each was derived as a subcomponent. Based on this, we are going to present an effective cybersickness measurement assessment tool model in immersive virtual reality. We would like to refer the assessment tool model to the study as well as to the reduction of cybersickness.

A study on how to reduce Cybersickness in Virtual Reality Game Development (VR 게임 개발에서 사이버 멀미를 줄이는 방법에 관한 연구)

  • Jung, Geun-Su;Bang, Jung-Won
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2018.01a
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    • pp.155-158
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    • 2018
  • VR기기를 착용하고 주변 시야가 차단된 상태로 일정 시간 사용하면, 다소 편차는 있지만 누구에게나 사이버 멀미 현상이 쉽게 일어날 수 있다는 문제점이 VR 관련 콘텐츠 개발자 및 사용자들에게 대두되고 있다. 이 문제를 현시점에서는 완전히 해결할 수는 없지만, 일반적으로 VR 게임을 개발할 때 사전에 숙지해야 할 중요한 부분 중 하나이다. 따라서 사용자가 VR 게임을 체험하기 전에 사이버 멀미를 예방하기 위해, 미리 개발 과정에서부터 사이버 멀미가 일어날 수 있는 변수를 최대한 줄이며 개발하는 여러 가지 방안에 대해 연구하였다. 본 논문에서는 먼저 고려해야 할 사항으로 사이버 멀미 현상이 일어나는 원인을 분석하고, 이를 예방할 수 있는 방법을 모색하여 상용 엔진인 Unity3D를 이용한 VR 게임 개발에 실제로 적용하였다.

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Correlation between Brain Cognition and Cyberdisease in VR Media (VR매체에서의 뇌인지와 사이버 멀미의 상관관계)

  • Kim, Min-Seo;Kim, Kyun-Ho;Kim, Yu-Ri;Kim, Eun-Seo;HUH, Won-Whoi
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.5
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    • pp.603-611
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    • 2022
  • As the era of metaverse approaches, there are challenges that need to be solved. Among them, 'cyber motion sickness' is a representative problem from 2016;when VR technology began to attract attention. According to the theory of sensory conflict, motion sickness is caused when the perceived direction of motion information and the expected value are not the same. The paper was written to theoretically explore the relationship between brain cognition and cyber motion sickness, and to prove the effect of user immersion on motion sickness symptoms based on this. Through the SSQ experiment, it was found that the rotation value of the camera aggravates the symptoms of cyber motion sickness and can alleviate cyber motion sickness by increasing the immersion of the game by giving the viewer visual and shift missions to solve. This study was conducted to solve the problem of cyber motion sickness during the process of developing the VR rhythm game "beatale", and it is expected to be the basis for improving cyber motion sickness not only in the development of the project but also in the production of VR contents in the future.