12 research outputs found

    Radial basis function neural network for head roll prediction modelling in a motion sickness study

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    Motion Sickness (MS) is the result of uneasy feelings that occurs when travelling. In MS mitigation studies, it is necessary to investigate and measure the occupant’s Motion Sickness Incidence (MSI) for analysis purposes. One way to mathematically calculate the MSI is by using a 6-DOF Subjective Vertical Conflict (SVC) model. This model utilises the information of the vehicle lateral acceleration and the occupant’s head roll angle to determine the MSI. The data of the lateral acceleration can be obtained by using a sensor. However, it is impractical to use a sensor to acquire the occupant’s head roll response. Therefore, this study presents the occupant’s head roll prediction model by using the Radial Basis Function Neural Network (RBFNN) method to estimate the actual head roll responses. The prediction model is modelled based on the correlation between lateral acceleration and head roll angle during curve driving. Experiments have been conducted to collect real naturalistic data for modelling purposes. The results show that the predicted responses from the model are similar with the real responses from the experiment. In future, it is expected that the prediction model will be useful in measuring the occupant’s MSI level by providing the estimated head roll responses

    Novel neurodigital interface reduces motion sickness in virtual reality

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    Virtual reality (VR) is a computer-created 3D environment with a focus on realistic scenes and pictures created for entertainment, medical and/or educational and training purposes. One of the major side effects of VR immersion reported in the scientific literature, media and social media is Visually Induced Motion Sickness (VIMS), with clinical symptoms such as disorientation, nausea, and oculomotor discomfort. VIMS is mostly caused by the discrepancy between the visual and vestibular systems and can lead to dizziness, nausea, and disorientation. In this study, we present one potential novel solution to combat motion sickness in VR, showcasing a significant reduction of nausea in VR users employing the META Quest 2 headsets in conjunction with a whole-body controller. Using a neurodigital approach, we facilitate a more immersive and comfortable VR experience. Our findings indicate a marked reduction in VR-induced nausea, paving the way to promote VR technology for broader applications across various fields

    Motion sickness mitigation in autonomous vehicle: a mini-review

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    An autonomous vehicle is a rapidly evolving technology that received attention from researchers due to its potential benefits. Besides the advantages, there are also non-negligible issues that need to be overcome in the middle of the autonomous vehicle development process. Among all the challenges, one of the important topics that have not gained adequate consideration is motion sickness (MS). This paper reviews the benefit and challenges of autonomous vehicles, MS factors, the quantifying methods of MS, and the mitigation strategies of MS. Considering the importance of minimizing MS, it is concluded that the number of strategies to lessen MS's severity is still lacking; hence, requiring more attention from automotive researchers

    Simulator sickness incidence and susceptibility during neck motion-controlled virtual reality tasks

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    To determine the incidence, severity, and predisposing factors to simulator sickness (SS) when using the neck virtual reality (VR) device in asymptomatic individuals to understand the risk of provoking SS in the development of neck VR as a rehabilitation tool. Thirty-two participants used the VR system. Postural stability was measured before and after each VR module [range of motion (ROM), velocity, and accuracy]. The duration of each module was recorded, and participants reported their SS using a visual analogue scale (SS–VAS)/100\ua0mm. Following the VR assessment, participants completed the Motion Sickness Susceptibility Questionnaire (MSSQ) (child and adult subsections) and Simulator Sickness Questionnaire (SSQ). The incidence of motion sickness during the VR immersion was 28\ua0%, and the mean severity was 17.2\ua0mm on VAS. There was a significant difference in ROM time, total time, MSSQ score, and SSQ score (p\ua

    Smart phone based virtual reality as tool for physical therapy

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    This thesis explores the advantages and challenges of using a phone-based virtual reality solution when creating a system intended for the therapy of patients with non-specific chronic neck pain. It also explores the suitability of popular design principles of the Human-Computer Interaction as specifically applied to the field of smartphone-based VR using a cardboard head mount display. Besides, it also explores what gamification techniques are suitable for VR assisted treatment. To answer these questions a high-fidelity prototype, the Virtual Neck Application (VNA), was produced over five iterations utilizing the user-centered design method and within the framework of the design science research methodology.Masteroppgave i informasjonsvitenskapINFO390MASV-IKTMASV-INF

    Quantifying the Outcomes of a Virtual Reality (VR)-Based Gamified Neck Rehabilitation

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    Neck pain is a major global public health concern and adds a significant financial burden to both the healthcare system as well as people suffering from it. Additionally, it presents measurement and evaluation challenges for clinicians as well as adherence challenges and treatment barriers for the patients. We have developed a virtual reality (VR)-based video game that can be used to capture outcomes that may aid in the assessment and treatment of neck pain. We investigated: (i) performance metrics of overall accuracy, accuracy based on movement difficulty, duration, and total envelope of movement; (ii) stability across sessions; (iii) accuracy across difficulty levels; (iv) association between gaming experience and performance; and (v) any adverse effects resulting from VR immersion in healthy people (N = 52). Results demonstrate poor stability across sessions, significantly higher accuracy in single-plane movements, no effect of prior gaming experience on performance, and no severe adverse effects of VR immersion. Results suggest that duration and single-plane accuracy demonstrate the potential for identifying people with neck pain or impaired mobility. Lack of association between prior gaming experiences coupled with no severe adverse symptoms suggests that VR may be a feasible tool to be used for neck rehabilitation

    The Comparative Study On The Effects Of Virtual Reality In The Application Of Case-Based Learning Approach While Studying The Human Heart

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    Nurses need a solid understanding of anatomy knowledge to perform nursing skills, to understand how diseases affect the body, to understand treatment for the patient and help them for documentation. While past research has focused on using virtual learning environments to teach anatomical structures of the human body, there has been limited research on how to teach clinical anatomy by using cases while using Virtual Reality (VR) technology. This quantitative research study aimed to investigate the effects of VR in the application of case-based learning approach on learners\u27 performance. The researcher compared two delivery modes (VR mode and paper-based mode) to analyze the learning gains of the participants. The participants also subjectively rated the mental load they used while studying the material. The researcher recruited twenty-nine nursing students from Midway University. No significant difference in the mean scores of both groups found while studying the anatomical structure of the mitral valve and two clinical cases. Moreover, the results indicated implementing a case study of either VR or paper-based mode was associated with significant gains in achievement which is supported by the other studies on case-based learning approach. Moreover, for both groups, there were no significant differences found in their intrinsic, extraneous and germane cognitive load while learning the material. The recommendations for further research include a larger sample, long-term retention, and opinions of faculty and students on VR-learning environment while studying clinical cases

    Making Spaces: Mapping Opportunities for Improved Equity in Makerspaces and Virtual Reality

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    The promise of "making"—that is, learning, experimenting, DIY, creation, reappropriation, or otherwise—has become a popular topic in human-computer interaction (HCI) research, and a subject of interest for public institutions like libraries and schools for their potential to engage the public in STEM-related learning, to build their confidence, and potentially inspire new career paths. However, embedded in the individualist ethos of these spaces are problems of inclusion: who counts as a maker, and what types of projects count as making. As a result, makerspaces can be uninviting to marginalized groups, and in this thesis I focus on women, specifically. Opportunities to improve equity in these environments by using technology exist, but run their own risks of amplifying inequities by porting in systemic biases as artifacts of the cultures in which they were produced. In my thesis I address three main research questions: (1) What can we learn from gender-imbalanced maker groups in order to support the diverse needs of makers in STEM-focused environments? (2) What systemic barriers exist that prevent successful adoption of novel technologies to support the needs of diverse makers, and specifically women? (3) What ethical and methodological considerations do we have to take into account as human-computer interaction researchers when working to design, develop, or appropriate digital technologies with, in, or for maker communities? To address these questions, I conducted an ethnographic field study with diverse makers (Chapter 3), a systematic review (Chapter 4), and continuing research with makers in a post-COVID environment (Chapter 5). The study presented in Chapter 3 was undertaken in a pre-pandemic world, when the default for maker groups was assumed to be large in-person gatherings. In that context, makers' needs coalesced around diversity in their goals contrasting to a narrow archetype of what makerspaces can or should offer. I also contribute a new understanding of what a makerspace even is, whereby such a space is not defined by a sign above the door, but by the presence of makers themselves. Opportunities were identified to leverage virtual reality (VR) technology to address some of the unmet needs among makers, aiming to increase feelings of autonomy, competence, and relatedness. With an eye towards increasing satisfaction and self-efficacy, I hoped this work would help to keep makers coming back to the space to keep developing their skills, confidence, and curiosity. But: what happens when the makers are removed from the space? In response to public health restrictions, makerspaces worldwide suddenly became inaccessible. After having witnessed deep levels of personal investment and emotional connection within maker groups, I noted that belonging constituted part of makers' personal identities, moreso than whether they were actively making or not. This called for a re-evaluation of the ends to which we might design new systems in VR. However, jumping from "building systems to engage in making activities" to "building systems to support social connectedness in the context of making" faces the same barrier that cannot be ignored, that is, that VR technology remains inaccessible for, inter alia, women, people of colour, and people with disabilities. Imposing the use of a system that in itself minoritizes people by rendering itself unusable would run against the grain of the feminist methodology underpinning this work. Thus, I conducted a systematic review to address a gap in HCI research around how VR research is designed, conducted, and reported in ways that systematically are biased against women. Evaluating systems of production (through maker environments) and the objects produced within those value systems (VR technology itself) offers two ways to call into question the norms that, when invisible, can stand in the way of making progress towards improved equity. As a reflection of the embedded and interdependent nature of this work, I lean on maker culture and re-appropriate one of the concepts I discovered through this work: the unfinished object, or UFO. I offer this methodological approach to researchers continuing community-based work with makers in order to overcome challenges faced in eliciting visions for more equitable futures, and for mapping opportunities for improved equity in makerspaces and virtual reality

    Adopción y uso de sistemas de organización del conocimiento específicos de dominio: análisis y evaluación de factores limitantes

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    Los sistemas de organización del conocimiento (KOS – “Knowledge Organization Systems”) son una herramienta de gran ayuda de cara a la clasificación, organización y localización de información. La construcción de un KOS parte de una serie de términos, cuya selección en la mayor parte de los casos atiende a un dominio específico. Sobre estos términos se establecen distintas relaciones, como podría ser una relación jerárquica o una relación de equivalencia. La forma más elemental de uso de KOS consiste en valerse de los términos que los componen como palabras clave, mientras que las relaciones existentes permiten desarrollar funcionalidades avanzadas empleadas en áreas como la inteligencia artificial o la web semántica, entre otras. Los usuarios pueden beneficiarse de esta información de manera consciente mediante el empleo de interfaces que permiten operar con los términos y relaciones de un KOS, ya sea de manera textual o visual. La investigación relativa al desarrollo de estas interfaces tiene un largo recorrido y múltiples estudios muestran las potenciales ventajas que ofrecen para el usuario final. Sin embargo, a nivel práctico, su uso no está extendido en este sentido, contradiciendo los beneficios que resultan a nivel teórico. El presente trabajo persigue indagar en algunas de las posibles causas de este desuso y contribuir aportando metodologías que permitan evaluar su impacto, proporcionando información de utilidad para modificar un KOS de forma que se potencie su uso
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