25 research outputs found

    Control of a virtual ambulation influences body movement and motion sickness

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    Drivers typically are less susceptible to motion sickness than passengers. The influence of vehicle control has theoretical implications for the etiology of motion sickness, and has practical implications for the design of virtual environments. In the present study, participants either controlled or did not control a nonvehicular virtual avatar (i.e., an ambulatory character in a console video game). We examined the incidence of motion sickness and patterns of movement of the head and torso as participants either played or watched the game. Motion sickness incidence was lower when controlling the virutal avatar than when watching an avatar that was controlled by someone else. Patterns of head and torso movement differed between particpants who did and did not control the avatar. Indepenently, patterns of movement differed between participants who reported motion sickness and those who did not. The results suggest that motion sickness is influenced by control of stimulus motion, whether that motion arises from a vehicle or from any other source. We consider implications for the design of humancomputer interfaces

    Cybersickness Influences the Affectieve Appraisal of a Virtual Environment

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    We investigated if cybersickness has an effect on the affective appraisal of a virtual environment (VE). For many applications it is essential that users experience the simulated environment in a similar way as the corresponding real one. Navigation through VEs is known to negatively influence the physical well-being of observers by inducing cybersickness. Since people tend to misattribute their feelings to the environment they perceive, cybersicknesss may influence their affective appraisal of a VE. Participants passively watched a simulated walk through a VE, while the visual scene continuously performed a quasi-sinusoidal frontal roll oscillation. Immediately after the exposure, they reported their experienced level of cybersickness and assessed the environment on a semantic differential scale. People experiencing cybersickness rated the environment as less pleasant and more arousing, as compared to people with no symptoms. Thus, users suffering from cybersickness misattributed their unpleasant feelings to the affective qualities of the VE. Applications that rely on VEs to evoke the same emotional and affective user responses as their real equivalent should therefore minimise or account for the incidence of cybersicknes

    Gaze and viewing angle influence visual stabilization of upright posture

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    Focusing gaze on a target helps stabilize upright posture. We investigated how this visual stabilization can be affected by observing a target presented under different gaze and viewing angles. In a series of 10-second trials, participants (N = 20, 29.3 ± 9 years of age) stood on a force plate and fixed their gaze on a figure presented on a screen at a distance of 1 m. The figure changed position (gaze angle: eye level (0°), 25° up or down), vertical body orientation (viewing angle: at eye level but rotated 25° as if leaning toward or away from the participant), or both (gaze and viewing angle: 25° up or down with the rotation equivalent of a natural visual perspective). Amplitude of participants’ sagittal displacement, surface area, and angular position of the center of gravity (COG) were compared. Results showed decreased COG velocity and amplitude for up and down gaze angles. Changes in viewing angles resulted in altered body alignment and increased amplitude of COG displacement. No significant changes in postural stability were observed when both gaze and viewing angles were altered. Results suggest that both the gaze angle and viewing perspective may be essential variables of the visuomotor system modulating postural responses

    Motion Sickness Reduction through Vibro-motor Reprocessing Therapy: A First Study

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    In order to reduce motion sickness (MS), a novel vibro-motor reprocessing therapy (VRT), based on an Eye Movement Desensitization and Reprocessing (EMDR) technique is investigated. To the best of the authors knowledge, this is the first time that reprocessing therapy has been evaluated for alleviating MS. Experimentally, MS was induced using visual stimulus of motion videos. Subjective MS was then recorded at baseline for both VRT and non-VRT stimulation conditions, and after each condition, evaluated using a Motion Sickness Assessment Questionnaire (MSAQ). MSAQ scores were compared for both conditions in eight test subjects, with a significant and clear reduction in motion sickness symptoms revealed when applying VRT stimulation. While the subject pool is small, this pilot study indicates that the proposed approach has potential for future exploration in terms of non-pharmacological treatment and management of MS

    Self-driving carsickness

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    This paper discusses the predicted increase in the occurrence and severity of motion sickness in self-driving cars. Self-driving cars have the potential to lead to significant benefits. From the driver's perspective, the direct benefits of this technology are considered increased comfort and productivity. However, we here show that the envisaged scenarios all lead to an increased risk of motion sickness. As such, the benefits this technology is assumed to bring may not be capitalised on, in particular by those already susceptible to motion sickness. This can negatively affect user acceptance and uptake and, in turn, limit the potential socioeconomic benefits that this emerging technology may provide. Following a discussion on the causes of motion sickness in the context of self-driving cars, we present guidelines to steer the design and development of automated vehicle technologies. The aim is to limit or avoid the impact of motion sickness and ultimately promote the uptake of self-driving cars. Attention is also given to less well known consequences of motion sickness, in particular negative aftereffects such as postural instability, and detrimental effects on task performance and how this may impact the use and design of self-driving cars. We conclude that basic perceptual mechanisms need to be considered in the design process whereby self-driving cars cannot simply be thought of as living rooms, offices, or entertainment venues on wheels

    Η επίδραση της εικονικής πραγματικότητας στην ισορροπία σε νεαρά άτομα

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    Σκοπός της παρούσας μελέτης είναι να αναδείξει την σημαντική επιρροή που μπορεί να έχει η εικονική πραγματικότητα μέσω παιχνιδιών και εφαρμογών στην στατική και δυναμική ισορροπία νεαρών ατόμων. Το δείγμα που χρησιμοποιήθηκε ήταν δέκα υγιείς άρρενες ηλικίας 18-23 ετών με στοιχεία καλής φυσικής κατάστασης. Σε όλους τους δοκιμαζόμενους έγινε έλεγχος στατικής και δυναμικής ισορροπίας πριν, αμέσως μετά και δέκα λεπτά μετά το πέρας της παρέμβασης-εμβύθισης. Η διαδικασία παρέμβασης-εμβύθισης περιελάμβανε παιχνίδι σε συνθήκες εικονικής πραγματικότητας χαμηλής ποιότητας εικόνας και ευκρίνειας, μέσω της χρήσης στερεοσκοπικών γυαλιών εικονικής πραγματικότητας τύπου TURBO-X και κινητού τηλεφώνου. Για την επιτυχή εκτέλεση του παιχνιδιού απαιτούνταν κυρίως προσθιοπίσθιες κινήσεις της κεφαλής και περιστροφές του κορμού έως και 360 μοίρες. Η συνολική διάρκεια παρέμβασης-εμβύθισης ήταν 15 λεπτά ύστερα από 5 λεπτά εξοικείωσης με το παιχνίδι. Τα αποτελέσματα των μετρήσεων μας έδειξαν ότι παιχνίδι διάρκειας 15 λεπτών σε συνθήκες μη υψηλής ευκρίνειας εικονικής πραγματικότητας και με έντονη κινητική συμμετοχή της κεφαλής και του κορμού, έχει μηδαμινές επιδράσεις στην δυναμική ισορροπία σε αντίθεση με την στατική ισορροπία η οποία επηρεάστηκε αρνητικά. Οι τιμές των μετρήσεων της στατικής ισορροπίας αμέσως μετά την διαδικασία εμβύθισης ήταν μειωμένες σε σχέση με τις αρχικές μετρήσεις, γεγονός που δεν παρατηρήθηκε στις τιμές των μετρήσεων 10 λεπτών μετά από τη διαδικασία εμβύθισης, οι οποίες έδειξαν ανοδική πορεία. Συμπερασματικά η διαδικασία εμβύθισης υπό αυτές τις συνθήκες μπορεί να επιφέρει χειροτέρευση της στατικής ισορροπίας αμέσως μετά την λήξη του παιχνιδιού μέσω αυξημένης ακούσιας ελαφρράς ταλάντωσης του σώματος, η οποία όμως υποχωρεί αισθητά ύστερα από 10 λεπτά αποχής.The purpose of this study is to highlight the significant influence that virtual reality through games and applications can have on the static and dynamic balance of young people. The sample used was ten healthy males aged 18-23 years with evidence of good physical condition. All subjects underwent static and dynamic balance testing before, immediately after and ten minutes after the end of the intervention-immersion. The intervention-immersion procedure involved playing in VR conditions of low image quality and definition, through the use of TURBO-X stereoscopic VR glasses and a mobile phone.Successful execution of the game mainly required back and forth head movements and trunk rotations up to 360 degrees. The total intervention-immersion duration was 15 minutes after 5 minutes familiarization with the game. The results of our measurements showed that a 15-minute game in non-high definition virtual reality conditions and with intense motor involvement of the head and trunk, has zero effects on dynamic balance in contrast to static balance which was negatively affected.The ​ static balance measurements immediately after the immersion procedure were worsened compared to the initial measurements, which was not observed in the values ​​of the measurements 10 minutes after the immersion procedure, which showed an upward trend. In conclusion, the immersion process under these conditions may lead to a worsening of static balance immediately after the end of the game through increased involuntary slight swaying of the body, which, however, subsides noticeably after 10 minutes of abstinence

    Using Virtual Reality to Improve Sitting Balance

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    This thesis focuses on using virtual reality (VR) to enhance sitting balance and core strength. It is a study in how to create a VR exercise program which is interesting enough to keep players/patients motivated, but comfortable to play and not overwhelming to the senses. The software used for this study was written with the hope that a later version of it might be used with occupational/physical therapy patients one day. For this master’s thesis, the initial testing has been done with healthy volunteers. The software incorporates what developers know thus far about designing for VR, and it is hoped that later software developers will benefit from knowing the results of this initial round of testing. All of the 39 test participants agreed that the game was fun, with 82% indicating “strongly agree” in the questionnaire. The enthusiastic responses indicate that the game probably has recreational value beyond therapy patients
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