• Title/Summary/Keyword: 사이버 멀미 개선

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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.

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.

A Study on the Reduction in VR Cybersickness using an Interactive Wind System (Interactive Wind System을 이용한 VR 사이버 멀미 개선 연구)

  • Lim, Dojeon;Lee, Yewon;Cho, Yesol;Ryoo, Taedong;Han, Daseong
    • Journal of the Korea Computer Graphics Society
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    • v.27 no.3
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    • pp.43-53
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    • 2021
  • This paper presents an interactive wind system that generates artificial winds in a virtual reality (VR) environment according to online user inputs from a steering wheel and an acceleration pedal. Our system is composed of a head-mounted display (HMD) and three electric fans to make the user sense touch from the winds blowing from three different directions in a racing car VR application. To evaluate the effectiveness of the winds for reducing VR cybersickness, we employ the simulator sickness questionnaire (SSQ), which is one of the most common measures for cybersickness. We conducted experiments on 13 subjects for the racing car contents first with the winds and then without them or vice versa. Our results showed that the VR contents with the artificial winds clearly reduce cybersickness while providing a positive user experience.