• 제목/요약/키워드: Vr Sickness

검색결과 56건 처리시간 0.021초

Visual Discomfort and Visual Fatigue: Comparing Head-Mounted Display and Smartphones

  • Han, Jungmin;Bae, Seon Hee;Suk, Hyeon-Jeong
    • 대한인간공학회지
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    • 제36권4호
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    • pp.293-303
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    • 2017
  • Objective: This study aims to evaluate visual discomfort and visual fatigue caused by watching HMD and smartphones by conducting both subjective and objective measure. Background: With the rapid development of mobile Head-Mounted Display (HMD), the problem of visual discomfort and visual fatigue caused by watching Virtual Reality (VR) contents became a crucial concern for consumers and manufacturers, especially given that the casing of mobile HMD keeps the phone at a specified distance from the lenses that is close to the eyes. Method: Two smartphones were chosen for a preliminary study: LG G5 and Galaxy S7. As for a main study, iPhone 6S and Galaxy S7 were used. After being exposed to the selected clips, participants were asked to answer Simulator Sickness Questionnaire (SSQ) and went through optometric tests that measure tear break-up time, spherical equivalent, and contrast sensitivity. Results: The subjective assessments indicate that HMD causes more visual discomfort compared to watching a smartphone. Furthermore, the experimental result confirms that watching a HMD causes more eye dryness compared to smartphones. Conclusion: The result of the study compared visual discomfort and visual fatigue of two different displays, HMD and smartphone, and confirmed that watching HMD causes more visual discomfort and visual fatigue. Application: Ultimately, this study could help manufacturers understand the strengths and weaknesses of different display forms, providing guidance for an effective application of HMD.

차량 운전 시뮬레이터에서 모션과 영상의 동기화를 위한 알고리즘 및 구현 방안 (Motion and Image Matching Algorithms and Implementation for Motion Synchronization in a Vehicle Driving Simulator)

  • 김헌세;김대섭;김동환
    • 로봇학회논문지
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    • 제12권2호
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    • pp.184-193
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    • 2017
  • This work shows how to create an algorithm and implementation for motion and image matching between a vehicle simulator and Unity 3D based virtual object. The motion information of the virtual vehicle is transmitted to the real simulator via a RS232 communication protocol, and the motion is controlled based on the inverse kinematics solution of the platform adopting rotary-type six actuators driving system. Wash-out filters to implement the effective motion of the motion platform are adopted, and thereby reduce the dizziness and increase the realistic sense of motion. Furthermore, the simulator system is successfully designed aiming to reducing size and cost with adaptation of rotary-type six actuators, real driving environment via VR (Virtual Reality), and control schemes which employ a synchronization between 6 motors and 3rd order motion profiles. By providing relatively big sense of motion particularly in impact and straight motions mainly causing simulator sickness, dizziness is remarkably reduced, thereby enhancing the sense of realistic motion.

Virtual Reality 콘텐츠 제작 유형이 고객 만족에 미치는 영향 (The Effect of Virtual Reality Content Production Types on Customer Satisfaction)

  • 이동선;임대현;김경환;최정일
    • 품질경영학회지
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    • 제48권3호
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    • pp.433-451
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    • 2020
  • Purpose: The purpose of this study is to investigate how the type of virtual reality content production affects the interaction and immersion that is a virtual reality characteristic, and to provide the platform companies and content producers with the basic information necessary to provide the production and service of content suitable for VR characteristics. Methods: Based on the data collected in the survey, multiple regression analysis and hierarchical regression analysis were used. The measurement tools used in this study were studied through three-dimensional composition, including the characteristics and interaction and immersion of content produced in 2D, 3D and 360°, which are elements of virtual reality characteristics. Results: The results of this study are as follows. Among the types of content production, content produced with 2D and 360 technologies was found to affect immersion, while content produced in 3D affected interaction. Motion sickness has been investigated to affect both immersion and interaction. Conclusion: Service-provided platform enterprises and content-making enterprises should consider content-making and providing services that suit service characteristics and purposes, taking into account the characteristics of interaction and immersion in content-making investment and service delivery.

Investigating Key User Experience Factors for Virtual Reality Interactions

  • Ahn, Junyoung;Choi, Seungho;Lee, Minjae;Kim, Kyungdoh
    • 대한인간공학회지
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    • 제36권4호
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    • pp.267-280
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    • 2017
  • Objective: The aim of this study is to investigate key user experience factors of interactions for Head Mounted Display (HMD) devices in the Virtual Reality Environment (VRE). Background: Virtual reality interaction research has been conducted steadily, while interaction methods and virtual reality devices have improved. Recently, all of the virtual reality devices are head mounted display based ones. Also, HMD-based interaction types include Remote Controller, Head Tracking, and Hand Gesture. However, there is few study on usability evaluation of virtual reality. Especially, the usability of HMD-based virtual reality was not investigated. Therefore, it is necessary to study the usability of HMD-based virtual reality. Method: HMD-based VR devices released recently have only three interaction types, 'Remote Controller', 'Head Tracking', and 'Hand Gesture'. We search 113 types of research to check the user experience factors or evaluation scales by interaction type. Finally, the key user experience factors or relevant evaluation scales are summarized considering the frequency used in the studies. Results: There are various key user experience factors by each interaction type. First, Remote controller's key user experience factors are 'Ease of learning', 'Ease of use', 'Satisfaction', 'Effectiveness', and 'Efficiency'. Also, Head tracking's key user experience factors are 'Sickness', 'Immersion', 'Intuitiveness', 'Stress', 'Fatigue', and 'Ease of learning'. Finally, Hand gesture's key user experience factors are 'Ease of learning', 'Ease of use', 'Feedback', 'Consistent', 'Simple', 'Natural', 'Efficiency', 'Responsiveness', 'Usefulness', 'Intuitiveness', and 'Adaptability'. Conclusion: We identified key user experience factors for each interaction type through literature review. However, we did not consider objective measures because each study adopted different performance factors. Application: The results of this study can be used when evaluating HMD-based interactions in virtual reality in terms of usability.

A Study on the Gesture Based Virtual Object Manipulation Method in Multi-Mixed Reality

  • Park, Sung-Jun
    • 한국컴퓨터정보학회논문지
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    • 제26권2호
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    • pp.125-132
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    • 2021
  • 본 논문에서 혼합현실에서 공동 작업을 위한 환경 구축에 대한 연구와 웨어러블 IOT 디바이스와 연동하기 위한 방법을 제안한다. 혼합현실은 가상현실과 증강현실의 혼합되어진 형태로서 실세계와 가상세계의 물체가 동시에 보이고, 가상현실과 달리 멀미 현상이 일어나지 않고 무선 방식이라 산업현장에서 적용될 기술로 주목 받고 있다. 마이오 웨어러블 디바이스는 삼축 센서, 근전도 센서, 가속도 센서를 이용하여 팔의 회전 트래킹과 손 제스처 인식을 가능하게 하는 디바이스이다. 혼합현실 관련 다양한 연구가 진행되고 있지만 여러 사람이 함께 혼합 현실 참여할 수 있는 환경 구축, 가상 객체를 직접 손으로 조작하는 것에 대한 논의는 미비한 상황이다. 본 논문에서는 실제 산업 현장에서 혼합 현실을 적용하기 위해 공동 작업이 가능한 환경 구축 방법에 대해 연구하였고, 상호작용이 원활하게 이루어지기 위한 인터랙션 방법에 대해 논의하였다. 그 결과 2인이 동시에 혼합현실 환경에 참여하여 객체에 대한 일원화된 객체를 공유할 수 있었고, 마이오 웨어러블 인터페이스 장비를 가지고 각자 인터랙션 할 수 있는 환경을 조성하였다.

기초 물리 교육목적의 가상환경 기반 콘텐츠 개발 및 활용 (Development of contents based on virtual environment of basic physics education)

  • 이재윤;이택희
    • 한국컴퓨터그래픽스학회논문지
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    • 제29권3호
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    • pp.149-158
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    • 2023
  • 최신 기술이 적용된 HMD는 고해상도 디스플레이와 빠른 모션인식으로 멀미를 최소화하며 위치와 동작을 정확히 추적할 수 있다. 이는 가상의 삼차원 공간에 몰입할 수 있는 환경을 제공해 줄 수 있으며 이러한 특징을 활용하여 재난 시뮬레이터나 고위험 장비 학습 공간 등의 가상현실 콘텐츠가 발전하고 있다. 이러한 장점은 기초과학 교육 분야에서도 적용 가능하다. 특히 기존 2차원 자료로 설명되는 물리학의 전기장과 자기장의 개념을 삼차원 공간으로 확장하여 실시간으로 시각화한다면 학습 이해도 향상에 큰 도움이 될 수 있다. 본 논문에서는 삼차원 가상현실 기반의 실감형 물리 교육 환경 및 콘텐츠를 개발하고 개발된 학습 콘텐츠를 실제 학습 대상자에게 체험시켜 효과를 증명한다. 학습 대상자는 총 46명의 중학생과 대학생이며 가상현실 환경에서 삼차원으로 표현되는 전기장과 자기장을 실시간으로 경험하고 학습하였다. 설문 조사 결과 85% 이상의 긍정적인 반응을 얻을 수 있었으며 삼차원 가상공간 기반의 물리 학습이 효과적으로 적용될 수 있다는 긍정적인 결과를 얻었다.