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Virtual Reality

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Virtual Reality & Cybersickness Introduction Cybersickness symptoms Theories for the cause of cybersickness Physical pathologies Cybersickness effects – PowerPoint PPT presentation

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Title: Virtual Reality


1
Virtual Reality Cybersickness
  • Introduction
  • Cybersickness symptoms
  • Theories for the cause of cybersickness
  • Physical pathologies
  • Cybersickness effects
  • Preventive solutions
  • References

2
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.

3
Introduction
  • Importance
  • Industrial needs and economic reasons
  • Problems in research
  • Difficult to predict who will be adversely
    affected
  • No government regulations

4
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)

5
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

6
Physical pathologies
  • Repetitive stress injury
  • Extended use and repeated movements (joystick or
    keyboard)
  • Functional disability (tendinitis and ligamentous
    injury)

7
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)

8
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

9
Cybersickness effects
  • Visual effects
  • Nausea
  • Asthenopia (eyestrain)
  • Impact of electromagnetic fields (eyes)

10
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

11
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

12
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
  • Dont sit down, active, interaction with new
    environment when readapted

13
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

14
Preventive solutions
  • Drug therapy
  • Reduce vestibular output
  • Control nausea and individual training
  • Adverse side-effects on performance and
    reliability of the operator

15
References
  • http//www.cs.cmu.edu/dccrow/uwaterloo/KIN_416.ht
    ml
  • http//www.academic.marist.edu/papers/karin/virtua
    l.html
  • http//www.I-med.com/mi/safety.html
  • http//www.oir.ucf.edu/pubrel/reportarchives/UCFRe
    port03.08.96/cybersickness.html
  • http//ie.engr.ucf.edu/vr_research/synergy/sick.ht
    ml
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