• Title/Summary/Keyword: SSQ

Search Result 60, Processing Time 0.022 seconds

A study on the Initial Nanopore Formation in the Calix Arene Based Porogen Templated Porous Thin Film (칼릭스아렌 포로젠을 이용한 다공성 박막의 초기 나노기공 형성과정에 관한 연구)

  • Kim, Do-Hun;Yim, Jin-Heong
    • Korean Chemical Engineering Research
    • /
    • v.49 no.5
    • /
    • pp.669-675
    • /
    • 2011
  • Fourier Transform Infrared Spectroscopy and in-situ Position Annihilation Lifetime Spectroscopy(PALS) analysis of hybrid film, which consist of silsesquioxane(SSQ) and 4-tert-butyl calix[4]arene-O,O',O",O'"-tetraacetic acid tetraethyl ester(CA[4]) have been investigated in order to understand initial formation of nanopore in the next generation porous low-k dielectrics(k < 2.0). SSQ/CA[4] can provide effective homogeneous thin film having porous structure. The porogen decomposition behavior were completely different in the two kinds of SSQ/CA[4] based hybrid film (i.e. SSQ/CA[4] 10 and SSQ/CA[4] 20%). Relatively small pores(1.5 nm) come from dispersion of uni-molecular CA[4] in the SSQ matrix have been generated at $300^{\circ}C$, while mesopores(2.5~3.0 nm) induced from self assembled CA[4] have been generated at $250^{\circ}C$. It might be due to highly interconnected structure of SSQ/CA[4] 20% hybrid thin film resulting in facile evacuating of decomposed fragment of CA[4] molecule.

A Study on the Virtual Reality Sickness Measurement of HMD-based Contents Using SSQ (SSQ를 이용한 HMD기반 콘텐츠의 VR 멀미 측정 방법에 관한 연구)

  • Qiao, Rongrong;Han, Dongsoong
    • Journal of Korea Game Society
    • /
    • v.18 no.4
    • /
    • pp.15-32
    • /
    • 2018
  • In this research, SSQ is used to validate and explore effective indices for VR sickness and to diagnose the severity of each symptom. Therefore, this research used first, third person game and $360^{\circ}$ actual content which are mainly used in existing VR contents, and measured various sickness symptoms using SSQ. Also, according to the result of statistical analysis, increased the power and contribute to identify virtual reality sickness measurement method. In addition, this research examined the difference of gender, age and the experience of virtual reality using statistical methodology, and improved diagnostic capability.

Study on Simulator Sickness Measure on Scene Movement Based Ship Handing Simulator Using SSQ and COP (시각적 동요 기반 선박운항 시뮬레이터에서 SSQ와 COP를 이용한 시뮬레이터 멀미 계측에 관한 연구)

  • Fang, Tae-Hyun;Jang, Jun-Hyuk;Oh, Seung-Bin;Kim, Hong-Tae
    • Journal of Navigation and Port Research
    • /
    • v.38 no.5
    • /
    • pp.485-491
    • /
    • 2014
  • In this paper, it is proposed that the effects of simulator sickness due to scene movement in ship handling simulator can be measured by using center of pressure (COP) and a simulator sickness questionnaire (SSQ). For experiments of simulator sickness, twelve participants are exposed to scenes movement from ship handling simulator according to three steps of sea states. During experiments, COPs for subjects are measured by force plate. After exposure to scenes movement, subjects describe their sickness symptoms by answering the SSQ. Throughput analysing the results of scene movement, SSQ, and COP, the relation between the simulator sickness and COP is investigated. It is suggested that formulations for SSQ score and COP with respect to sea state are obtained by the curve fitting technique, and the longitudinal COP can be used for measuring the simulator sickness.

The Study on an Using Effect of Head Mounted Display to the Body in Virtual Environments (가상환경에서의 HMD사용이 인체에 미치는 영향에 관한 연구)

  • 이창민;정진희
    • Journal of Korea Multimedia Society
    • /
    • v.3 no.4
    • /
    • pp.389-398
    • /
    • 2000
  • The focus of this study is to investigate how personal display system - Head Mounted Display(HMD) and VDU-affect to the body in virtual environments. This prediction was tested by a comparing of playing 3D games while wearing a HMD and monitoring a VDU for an hour. As quantitative measuring and analyzing tools, SSQ, RSSQ, pre and post posture stability test and vision test are used. The results showed that SSQ and RSSQ total score (TS) are related with the results of pre and post posture stability test and SSQ and RSSQ TS of HMD is higher than TS of VDU by one point five times. Especially, TS of MRG3C, having large field of view, has a possibility by two times of simulator sickness (SS). And in order to investigate the degree of SS regarding to the simulator control condition, two conditions, subjective-passive and subjective-active environments were compared. However, there was no significant difference between two environments. The repetition of the same environment has no effect to reduce the SS. Disorientation and oculomotor scores of the SSQ and RSSQ are higher than that of another symptoms. In addition, RSSQ score of strain/confusion is higher than that of nausea. Therefore, we assume that personal fear could possibly increase the simulator sickness in virtual environments.

  • PDF

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
    • /
    • v.9 no.11
    • /
    • pp.227-235
    • /
    • 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.

Effects of 3D Images of a LCD Shutter Glass on Human Body in Virtual Environment (가상환경에서 Shutter glass 방식의 입체영상이 인체에 미치는 영향에 관한 연구)

  • 김종윤;송철규;김동욱;김남균
    • Journal of Biomedical Engineering Research
    • /
    • v.21 no.6
    • /
    • pp.607-614
    • /
    • 2000
  • 본 논문은 가상환경 노출에 따른 가상멀미와 같은 인체의 영향을 평가하기 위한 연구이다. 이를 위해 20명의 피험자를 대상으로 하여 30분 동안의 가상현실 환경 노출 전과 노출 후에 나타나는 인체의 영향을 분석하였다. 실험평가를 위한 파라미터로는 SSQ test, COP, flicker test, 체온변화, 심박수 변화, 그리고 눈 깜빡임 값들이 이용되었다. 3D 입체영상의 제시는 LSG에 의해서 이루어졌으며, 특히 flicker test시에서는 모니터, LSG, HMD를 모두 사용하여 피로도를 측정, 비교하였다. 본 연구결과, 가상현실 환경의 노출 전 보다 노출 후에서 SSQ score, COP, 체온, 눈 깜빡임, 그리고 심박수가 증가함을 알 수 있다.

  • PDF

A study on Quantitative measure for Simulator Sickness in Driving Simulator (Driving Simulator에서 Simulator Sickness의 정량적 측정에 관한 연구)

  • 김도회;박민용;이근희
    • Journal of Korean Society of Industrial and Systems Engineering
    • /
    • v.21 no.48
    • /
    • pp.165-175
    • /
    • 1998
  • The purpose of this study is to propose and to apply new Revised Simulator Sickness Questionnaire(RSSQ) that is effective quantification tool by revising and complementing SSQ because Simulator Sickness Questionnaire(SSQ), which is being used generally to quantify Simulator Sickness has several problems. For this study, we reduced 31 symptoms that are related to Simulator Sickness to 22 symptoms and derived weighting for each other from 15 experts. We developed new RSSQ with 22 symptoms and implemented factor analysis by using 142 RSSQ which is questioned before and after getting on simulator. It was classified to four major symptom groups as the result of the factor analysis. They are Disorientation, Oculomotor, Nausea, and Confuse. The scoring system of RSSQ provides subscales score of Disorientation, Oculomotor, Nausea, and Confuse as well as total severity. The scoring system of RSSQ which is proposed by this study is expected to improve accuracy of measure compared with an existing scoring system of SSQ, and to contribute with understanding the effect of Simulator Sickness more adequately and clearly.

  • PDF

Motion Effects of the Ship on Crew Performance

  • Kim, Hongtae;Ha, Wook Hyun;Jang, Jun-Hyuk;Fang, Tae Hyun;Oh, Seungbin
    • Journal of the Ergonomics Society of Korea
    • /
    • v.32 no.4
    • /
    • pp.333-340
    • /
    • 2013
  • Objective: The aim of this study is to provide a current knowledge of the multiple issues regarding motion effects on crew performance. Background: The motions of the ship may create motion sickness, nausea and vomit. Also, these motions also disturb the balance of crew members, increase the energy expenditure of crew for shipboard work, and result in increased levels of injury and fatigue. However, the motion effects of the ship on crew performance has not been thoroughly investigated. Method: Participants(N=10) were engaged in an experiment in 2 experimental environments(training ship and ship handling simulator) and 2 navigational conditions(day and night). The COP(Center of Pressure) data were recorded as an objective measure of postural balance control and the SSQ(Simulator Sickness Questionnaire) was used as a subjective measure of sickness. Results: The results showed that COP has a no significant difference based on experimental environments, but significant effect on SSQ. Conclusion: During the virtual simulator navigation, subjects showed significant SSQ level changes, which included decreased SSQ data. But, there is no significant difference of COP between training ship and ship handling simulator. Application: The results of this study could be applied to the next generation of ship design to decrease effect of motion at sea and to increase performance of ship crew.

A Study on the Cyber motion sickness of VR Content -Focused on Content Environment- (VR 콘텐츠 사이버 멀미에 관한 연구 -콘텐츠 환경을 중심으로-)

  • Koo, Ja-yoon;Kim, Seung-In
    • Journal of the Korea Convergence Society
    • /
    • v.10 no.3
    • /
    • pp.135-140
    • /
    • 2019
  • This study is aimed at analyzing cyber motion sickness factors focus on virtual environment-based VR and real-world VR. First literature study of cyber motion sickness, 3D animations and documentaries were conducted. As a measurement tool for the degree of motion sickness, the symptom values were measured in a standardized SSQ (Simulator Sickness Questnire) questionnaire. Following the measurement, an in-depth interview was conducted based on the SSQ questionnaire. The results are as follows, First, actual environment based VR caused bigger cyber motion sickness, second, values of strong saturation of VR contents cause cyber motion sickness. This study is expected to be used as design guidelines for configuring VR early contents and to be used for cyber motion sickness research.

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
    • /
    • v.8 no.5
    • /
    • pp.603-611
    • /
    • 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.