6 research outputs found

    Design of a Semiautomatic Travel Technique in VR Environments

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    International audienceTravel in a real environment is a common task that human beings conduct easily and subconsciously. However transposing this task in virtual environments (VEs) remains challenging due to input devices and techniques. Considering the well-described sensory conflict theory, we present a semiautomatic travel method based on path planning algorithms and gaze-directed control, aiming at reducing the generation of conflicted signals that may confuse the central nervous system. Since gaze-directed control is user-centered and path planning is goal-oriented, our semiautomatic technique makes up for the deficiencies of each with smoother and less jerky trajectories

    The Role of Contextual Info‐Marks in Navigating a Virtual Rural Environment

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    Navigation is a task performed in both large and small scale environments. Landmarks within an environment are of great benefit to these navigational tasks, but in large rural environments such landmarks may be sparse. It has been shown that landmarks need not be purely visual and that a change in context for a feature can make it become a landmark against its surroundings (such as being provided with significant meaning). Such meaning could be added through personal experience or by informing the observer via some form of communication. To investigate the effects of providing such contextual information on navigational performance, experiments were conducted in a large rural virtual environment where the delivery method of the information was varied between onscreen and PDA display. Users were instructed to perform a route tracing navigation task. In some instances users were presented with textual information about specific locations within the environment which appeared when they were in the vicinity of the location. Both quantitative and qualitative data were collected and analyzed, with results indicating that although the actual performance in the task was not significantly improved, users felt that their performance was better and the task easier when they were presented with the contextual information

    Чинники, що спричиняють кіберхвороби

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    The section discusses factors impacting cybersickness.У розділі розглянуто чинники, що спричиняють кіберхвороби

    A Somatic Approach to Combating Cybersickness when using Head-Mounted Displays

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    This thesis presents a novel approach for reducing the risk of cybersickness during virtual reality locomotion in a 3D environment through the use of somatosensory feedback. This project looks directly at existing theories regarding the cause of cybersickness and describes the processes taken to develop, test and measure the efficacy of a solution. The solution proposed by this thesis builds on the concept of sensory misalignment, where the body struggles understand its state due to conflicting sensory feedback and consequently generates negative health symptoms and discomfort. As such, the studies in this project attempt to emulate the feedback of real movement during VR locomotion by artificially generating the passive airflow undergone whilst moving. To evaluate the work, two studies are carried out where users drive a simulated car around a virtual environment, which in one condition is accompanied by the solutions dynamic airflow emulation equipment. Primarily, studies examine for cybersickness, however on-going discussions in the research community regarding the nature of correlation between sickness and presence present interesting insights that this project could contribute to. The project’s pilot study failed to find conclusive results but provided a major amount of information about the correct strategies to use when investigating this exploratory area. A second study was far more successful, providing conclusive results showing that users felt less sickness and increased presence during the session supported by the somatic feedback extension. As such this work concludes suggesting somatosensory feedback has positive interactions with cybersickness, as per the project hypothesis regarding existing theories. Additionally, positive correlations with presence suggest somatic feedback can have an overall positive effect on VR locomotion

    Cybersickness induced by desktop virtual reality

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    Cybersickness, a syndrome resulting from exposure to virtual reality displays, raises ethical and liability issues. We have found that, contrary to the majority of previous reports in the literature, cybersickness can be induced by desktop virtual real-ity. Moreover, our findings suggest that some individuals susceptible to cybersickness can be screened out on the basis of their self-reported susceptibility to motion sickness

    Cybersickness induced by desktop virtual reality

    No full text
    Cybersickness, a syndrome resulting from exposure to virtual reality displays, raises ethical and liability issues. We have found that, contrary to the majority of previous reports in the literature, cybersickness can be induced by desktop virtual real-ity. Moreover, our findings suggest that some individuals susceptible to cybersickness can be screened out on the basis of their self-reported susceptibility to motion sickness.Peer reviewed: YesNRC publication: Ye
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