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Simulator Sickness in Virtual Environments

Simulator Sickness in Virtual Environments PDF Author: Eugenia M. Kolasinski
Publisher:
ISBN:
Category : Motion sickness
Languages : en
Pages : 74

Book Description


Simulator Sickness in Virtual Environments

Simulator Sickness in Virtual Environments PDF Author: Eugenia M. Kolasinski
Publisher:
ISBN:
Category : Motion sickness
Languages : en
Pages : 74

Book Description


Simulator Sickness in Virtual Environments

Simulator Sickness in Virtual Environments PDF Author: Eugenia M. Kolasinski
Publisher:
ISBN:
Category : Motion sickness
Languages : en
Pages : 74

Book Description


Cybersickness in Virtual Reality Versus Augmented Reality

Cybersickness in Virtual Reality Versus Augmented Reality PDF Author: Kay Marie Stanney
Publisher: Frontiers Media SA
ISBN: 2889718123
Category : Technology & Engineering
Languages : en
Pages : 163

Book Description


Game Thinking

Game Thinking PDF Author: Amy Jo Kim
Publisher: Gamethinking.IO
ISBN: 9780999788547
Category : Games
Languages : en
Pages : 214

Book Description
During her time working on genre-defining games like The Sims, Rock Band, and Ultima Online, Amy Jo learned that customers stick with products that help them get better at something they care about, like playing an instrument or leading a team. Amy Jo has used her insights from gaming to help hundreds of companies like Netflix, Disney, The New York Times, Ubisoft and Happify innovate faster and smarter, and drive long-term engagement.

Motion Sickness in Virtual Environments

Motion Sickness in Virtual Environments PDF Author: Dennison Mark Stephen, Jr
Publisher:
ISBN: 9780355067200
Category :
Languages : en
Pages : 100

Book Description
With the increasing popularity of virtual reality, people are now experiencing motion sickness during use of head mounted displays (HMDs). This dissertation reviews the major theories on why certain body motions and visual inputs cause sickness. It then details three experiments which measure motion sickness when a person uses an HMD or a monitor to view virtual environments (VEs). In Experiment 1, seated subjects interacted with a VE using a monitor and using an HMD while physiological signals were recorded. We found that subjects reported severe motion sickness while using an HMD but not while viewing images on a monitor. In fact, half of the subjects chose to quit the experiment after six minutes of HMD use and reported feeling nauseous at that time. It was found that stomach activity, blinking, and breathing can be used to estimate post-immersion motion sickness severity and to classify which viewing condition a subject's data originated from. Experiment 2 tested postural instability theory, which proposes that a person must exhibit body instability before motion sickness can occur. Subjects either stood on a balance board or sat in a chair while they were immersed in a rotating tunnel simulation. They used a game controller to indicate changes in their perceived vertical. A minority of subjects showed significant changes in postural sway compared to a resting baseline. However, these subjects did experience changes in their perceived vertical; the world had tilted in the direction of visual rotation. We found that subjects with less postural sway reported greater sickness, which contradicts postural instability theory. In the final experiment, subjects navigated a virtual space station while wearing an HMD or viewing a monitor and stood on a balance board. While navigating through the VE, subjects were subjected to unexpected visual motion which produced the sensation of being pushed in virtual reality. Results showed that these visual perturbations caused significantly greater postural sway. Yet, motion sickness was reported similarly when subjects wore the HMD regardless of perturbation presence or absence. These results demonstrate clearly that postural instability caused by unexpected visual change is not a prerequisite of motion sickness.

Virtual Reality Sickness

Virtual Reality Sickness PDF Author: Ivy Brown
Publisher: Independently Published
ISBN:
Category :
Languages : en
Pages : 0

Book Description
Virtual reality sickness (VR motion sickness) is the physical discomfort that occurs when an end user's brain receives conflicting signals about self-movement in a digital environment. While the exact number of people who will be affected by VR motion sickness cannot be known in advance, software engineers who develop VR and augmented reality (AR) environments typically assume that 25% of viewers will experience VR motion sickness. This is the same percentage of people who experience motion sickness on an airplane while traveling through low altitude turbulence. There are several theories about the root causes of VR motion sickness and differences in how individuals use vision to maintain their balance may be one contributing element. The biggest contributing factor, however, is thought to be caused by the sensory conflicts that send confusing messages to the brain. This is because even though the person's eyes may say they are walking around a virtual world, their body will tell them that they are actually sitting down and those conflicting sensory signals cause a feeling of illness. Current research indicates that gender and age may also play an important role in determining who may fall victim to VR motion sickness. For example, woman are more likely to be affected than men. While some researchers believe this is because women lag behind men in the consumption of virtual reality programming, other researchers believe that women are more likely to get sick from VR because they have better peripheral vision than men and require a larger field of view (FOV) to avoid motion sickness. Different ages and stages in life may also determine if a user will be affected by VR sickness. Genetics are also thought to play a role in determining who will be affected by VR motion sickness. If a person's family exhibits migraines, inner ear conditions, problems with sight, or past experiences with motion sickness, then it is likely the offspring will be genetically predisposed to suffer in the same way.

Getting Rid of Cybersickness

Getting Rid of Cybersickness PDF Author: Andras Kemeny
Publisher: Springer Nature
ISBN: 3030593428
Category : Computers
Languages : en
Pages : 148

Book Description
This book provides a concise overview of VR systems and their cybersickness effects, giving a description of possible reasons and existing solutions to reduce or avoid them. Moreover, the book explores the impact that understanding how efficiently our brains are producing a coherent and rich representation of the perceived outside world would have on helping VR technics to be more efficient and friendly to use. Getting Rid of Cybersickness will help readers to understand the underlying technics and social stakes involved, from engineering design to autonomous vehicle motion sickness to video games, with the hope of providing an insight of VR sickness induced by the emerging immersive technologies. This book will therefore be of interest to academics, researchers and designers within the field of VR, as well as industrial users of VR and driving simulators.

Motion Sickness Side Effects and Aftereffects of Immersive Virtual Environments Created with Helmet-Mounted Visual Displays

Motion Sickness Side Effects and Aftereffects of Immersive Virtual Environments Created with Helmet-Mounted Visual Displays PDF Author: Paul DiZio
Publisher:
ISBN:
Category :
Languages : en
Pages : 4

Book Description
We have investigated side effects and aftereffects evoked by moving the head to interact with a virtual environment (VE) shown in a helmet mounted visual display (HMD). The graphics computer of such a VE must monitor the HMD's spatial orientation and position in order to present images from the proper perspective. Delays between head movements and image updating cause aberrant visual motion of a virtual world. We found that above delays of 40 ms motion sickness and postural instability are evoked minutes after head movements begin. The severity of side effects is a function of the latency between head movement and visual update delay. Fifteen minutes of making head movements in a Vii with a 254 ms delay causes motion sickness severe enough to make 28% of subjects withdraw from the situation. Users appear recovered 1 5 minutes after VE exposure ends if they remain immobile but normal activities quickly revive their motion sickness symptoms, indicating that they were sensitized by exposure to visual update delays. We conclude that visual update delays are a unique cause of side effects and aftereffects in VEs utilizing HMDs.

Handbook of Virtual Environments

Handbook of Virtual Environments PDF Author: Kelly S. Hale
Publisher: CRC Press
ISBN: 0585399107
Category : Technology & Engineering
Languages : en
Pages : 1273

Book Description
This Handbook, with contributions from leading experts in the field, provides a comprehensive, state-of-the-art account of virtual environments (VE). It serves as an invaluable source of reference for practitioners, researchers, and students in this rapidly evolving discipline. It also provides practitioners with a reference source to guide

Simulator Sickness in Virtual Environments

Simulator Sickness in Virtual Environments PDF Author: Eugenia M. Kolasinski
Publisher:
ISBN:
Category : Motion sickness
Languages : en
Pages : 0

Book Description