virtual reality & cybersickness introduction cybersickness symptoms theories for the cause of...
TRANSCRIPT
Virtual Reality & Cybersickness
• Introduction
• Cybersickness symptoms
• Theories for the cause of cybersickness
• Physical pathologies
• Cybersickness effects
• Preventive solutions
• References
Introduction
• Definition• Cybersickness has been described as a
variant form of common motion sickness which has adverse effects upon the visual, neural, and psychological status.
Introduction
• Importance• Industrial needs and economic reasons
• Problems in research• Difficult to predict who will be adversely
affected • No government regulations
Cybersickness symptoms
• Disruption to perceptual and sensory-motor activities involving the vestibular system
• Disorientation
• Disequilibrium
• Inappropriate vestibular-ocular reflex
• Autonomic response• Drowsiness, Salivation, Sweating, and Vomiting
• Signs (HR, BP , RR , hypothermia)
Theories for the cause of cybersickness
• Computational lag theory• Lag between computation and display,
incompatibility between the actual and expected visual input to NS
• Vestibular-ocular incompatibility theory or sensory conflict theory
• Difference between the ocular input and the vestibular input results in an nausea response by NS
Physical pathologies
• Repetitive stress injury• Extended use and repeated movements
(joystick or keyboard)• Functional disability (tendinitis and
ligamentous injury)
Physical pathologies
• Immersion injury• Any physical trauma occurring during VR
use• So involved and engrossed in VR,
Disoriented with their immediate surroundings
• Attempt unsafe action with wearing a device (running or jumping)
Physical pathologies
• Transmittable disease• Potential fomite to harbor pathogenic
organisms• Used by multiple individuals• Airborne pathogens and skin flora on HMD
or hand controllers• Streptococcus species, hemophilus
influenza, and multiple viruses
Cybersickness effects
• Visual effects– Nausea– Asthenopia (eyestrain)– Impact of electromagnetic fields (eyes)
Cybersickness effects
• Neural effects– Impact of EMF on CNS
• Cellular damage
– Flicker vertigo• Seizure while a flickering light is observed
• Brief loss of attention
• Occurs on flicker frequency of 8 to 12 Hz
Cybersickness effects
• Psychological effects– Develop a new personality in VR– Acrophobia or Claustrophobic– addicted– Residual aftereffects
• Illusory sensations of climbing and turning
• Perceived inversion of the visual field
Preventive solutions
– Keep exposure duration short until your senses are accustomed to VR
– Refrain from jerky or quick movements when first immersed
– Allow enough time to readaptation in real world before do anything risk
– Don’t sit down, active, interaction with new environment when readapted
Preventive solutions
• Warning label on VR for children• Avoid poorly designed HMDs• Learn to properly adjust lenses• Avoid prolonged or excessive use of VR
• Consult a physician if you experience prolonged dizziness or nausea
Preventive solutions
• Drug therapy– Reduce vestibular output– Control nausea and individual training– Adverse side-effects on performance and
reliability of the operator
References
• http://www.cs.cmu.edu/~dccrow/uwaterloo/KIN_416.html
• http://www.academic.marist.edu/papers/karin/virtual.html
• http://www.I-med.com/mi/safety.html• http://www.oir.ucf.edu/pubrel/reportarchives/UCF
Report03.08.96/cybersickness.html• http://ie.engr.ucf.edu/vr_research/synergy/sick.ht
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