• Title/Summary/Keyword: Cybersickness

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Physiological Components of Cybersickness in a Virtual Reality (가상현실에서 사이버멀미의 생리적 요인)

  • Kim, Young-Youn;Kim, Hyun-Ju;Kim, Eun-Nam;Ko, Hee-Dong;Kim, Hyun-Taek
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2003.05a
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    • pp.78-83
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    • 2003
  • We investigated the physiological patterns of cybersickness in a Virtual Reality(VR). Subject were exposed to the VR for 9.5 min, and required to detect specific virtual objects. Sixteen electrophysiological signals were recorded before, during, and after the virtual navigation. five questionnaires on the VR experience were acquired form 61 healthy subjects. During the virtual navigation, subjects with the high cybersickness susceptibility showed significant physiological changes, which included increased gastric tachyarrhythmia, eyeblink frequency, and EEG delta wave and decreased EEG beta wave. These results suggest that cybersickness may induce or accompany the changes in central nervous system and autonomic nervous system. Also, these results suggest that there may be increased sympathetic activation in autonomic drive for cybersickness.

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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.

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.

The Efficacy of Biofeedback in Reducing Cybersickness in Virtual Navigation (생체신호 피드백을 적용한 가상 주행환경에서 사이버멀미 감소 효과)

  • 김영윤;김은남;정찬용;고희동;김현택
    • Science of Emotion and Sensibility
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    • v.5 no.2
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    • pp.29-34
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    • 2002
  • Our previous studies investigated that narrow field of view (FOV : 50˚) and slow navigation speed decreased the frequency of occurrence and severity of cybersickness during immersion in the virtual reality (VR). It would cause a significant reduction of cybersickness if it were provided cybersickness alleviating virtual environment (CAVE) using biofeedback method whenever subject underwent physiological agitation. For verifying the hypothesis, we constructed a real-time cybersickness detection and feedback system with artificial neural network whose inputs are electrophysiological parameters of blood pulse volume, skin conductance, eye blink, skin temperature, heart period, and EEG. The system temporary provided narrow FOV and decreased speed of navigation as feedback outputs whenever physiological measures signal the occurrence of cybersickness. We examined the frequency and severity of cybersickness from simulator sickness questionnaires and self-report in 36 subjects. All subjects experienced VR two times in CAVE and non-CAVE condition at one-month intervals. The frequency and severity of cybersickness were significantly reduced in CAVE than non-CAVE condition. Virtual environment of narrow FOV and slow navigation provided by electrophysiological features based artificial neural network caused a significant reduction of cybersickness symptoms. These results showed that efficiency of a cybersickness detection system we developed was relatively high and subjects expressed more comfortable in the virtual navigation environment.

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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 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.

Measurement of postural instability before and after experiencing a VR system by using a force platform (힘판을 이용한 가상현실 체험 전후 신체동요의 측정)

  • 박재희;김영윤;김은남;김현택;고희동
    • Science of Emotion and Sensibility
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    • v.5 no.4
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    • pp.45-49
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    • 2002
  • Recently, virtual environment systems are used in various application fields such as industry, medicine, and training and education. However, the negative effect, cybersickness including nausea, visual fatigue, and disorientation, could be happened while using VR systems. It prevents VR system from spreading much more. To control the cybersickness, first of all, the objective measurement method should be established. As one of alternative methods, the postural instability could be a measure of cybersickness. In this study, 45 participants' postural sway before and after experiencing a H driving simulator was measured by using a force platform. Especially, we examined if two factors, motion and feedback, could affect on the postural instability The results showed the postural instability slightly increased after experiencing the VR driving simulator. For the factors, the providing of motion synchronized to visual display showed statistical significant decrease in postural sway along lateral side. To check the effectiveness of postural instability as a cybersickness measure, further studies are needed.

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A Study on the Production Plan for Reducing Cybersickness in Virtual Reality Game (가상현실 게임의 사이버 멀미 감소를 위한 연출 방안에 관한 연구)

  • Jung, Seah;Kim, Hongyoon
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.13 no.1
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    • pp.113-123
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    • 2017
  • Virtual reality technology is recognized as a next-generation technology and can create realistic environments like the real world and reproduce sensory experiences. And it is a cutting-edge technology that allows humans to experience the same real-world experience in a virtual world by computing the five senses with computers. Also Virtual reality is a technology that has the advantage of experiencing reality in cyberspace and is applied to content such as movies and games. However, many users who use virtual reality can feel cybersickness. And it especially in virtual reality games. This is an important issue for the virtual reality game industry to be resolved. Main symptoms of cyberscickness include dizziness, headache, and vomiting. Existing motion sickness and symptoms are similar, but the cause of cybersickness is different from traditional sickness. Therefore, this study uses virtual reality games and data from various organizations to determine the causes of cybersickness. Also, it intends to contribute to the development of the virtual reality game industry by presenting methods to supplement these problems.

A study on presence quality and cybersickness in 2D, smartphone, and VR

  • Saeed, Saleh;Park, Unsang
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.16 no.7
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    • pp.2305-2327
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    • 2022
  • Recent improvements in technology have increased the consumption of virtual reality (VR) contents on immersive displays. The VR experience depends on the type of displays as well as the quality of VR contents. However, research on the impacts of VR content quality on VR experience and comparisons among different types of immersive display devices are lacking. In this study, VR contents created with our VR framework, are provided to participants on conventional two-dimensional (2D) immersive displays and VR headset. The geometric alignment of VR contents is improved with the addition of two calibration modes (i.e. preprocessing and straightening). The subjective feelings of presence and cybersickness experienced by participants while consuming VR contents created by our framework and commercial solutions are recorded in the form of questionnaires. The results of this study indicate that the improvements in VR quality lead to a better presence and less cybersickness in both conventional 2D displays and VR headset. Furthermore, the level of presence and cybersickness increases in VR headsets as compared to conventional 2D displays. Finally, the VR content quality improvements lead to a better VR experience for our VR framework as compared to commercial solutions.