The aim of this research was to determine if the speed of movement in virtual environments has an impact on cybersickness as potentially experienced by an end user of the system. Cybersickness is a common side effect in virtual reality (VR) systems, shown to have a negative influence on user experience. It can be described as a mismatch between vestibular and oculomotor sensors, where a person has a feeling of movement even though there is none. In this research, we study the impact of different navigation speeds in VR on cybersickness, relying on both subjective ratings indicating cybersickness symptoms, and objective measures of stress level. We wanted to find out if there is a correlation between objective and subjective metrics used. For test purposes, we used the HTC Vive VR headset and scenery from the Talos Principle VR game (where subjects can easily shift between three different movement speeds). Subjective ratings were collected using a questionnaire involving 11 questions used to evaluate cybersickness symptoms. Objective metrics were collected using the Pip Biosensor. A total of 28 participants took part in the study, while 2 participants withdrew due to physical discomfort. Results obtained from the Pip device show no statistically significant difference between navigation speeds for relaxed, stressed, and steady states. Some statistically significant correlations were found between gender and stomach ache, need to vomit, and physical discomfort while wearing HMD. Furthermore, correlation was found between age and variables of nausea in transport vehicles and vertigo. Other correlations found are described in the results section of the paper.
Original scientific paper Managing process inks in the Infrared graphics system is set through grey colour properties, based on the CMY dye synthesis. The half toning microstructure is entirely different for the colorant twins achieved in two ways, and applying inks on paper. In the visual domain colour experience is made by CMY colorants, the second within Z domain is made only with K ink. Screening composition of V and Z images created for marking in NIR domain is observed by microscope on the elementary screening cell level. Two ways of comparing the quality of colorant twins is used, visual and instrumental. Grey colorant twins are basis of dual reproduction, developing colorant twins for the neutral grey area and a big range of other colours, and especially for the procedure of hiding graphics in a visual part. Proposed are interdependent relations of basic grey tone colorant twins for determining CMY day compositions for process printing. Keywords: colorant twins; grey hue screens; INFRAREDESIGN, near infra-red spectrum; Z-parameter Razvoj blizanaca bojila za procedure u Infrared grafici u neutralnom sivom spektruIzvorni znanstveni članak Upravljanje procesnim bojilima u sustavu Infrared grafika postavljamo kroz svojstva sive boje, bazirane na CMY sintezi. Mikrostruktura rastriranja je potpuno različita za parove blizanaca bojila izrađene na dva načina, te nanošenjem bojila na papir. U vizualnom dijelu postavlja se sistem stvaranja doživljaja boje sa CMY bojilima (V slika), a drugi sastav blizanca unutar Z područja čini samo karbon crno bojilo. Rasterski sastav V i Z slika, kreiran za obilježavanje u bliskom infracrvenom spektru, promatra se mikroskopski na razini rasterskog polja. Uspoređuju se postupci ocjene kvalitete blizanaca bojila: vizualno, te instrumentalno. Sivi blizanci su osnova dvojne reprodukcije, ali i razvoja blizanaca za tisak u neutralnom -sivom području, ali i za veliki raspon ostalih boja, a napose za postupak sakrivanja grafike u vizualnom spektru. Predložene su relacije međuzavisnosti bazičnih sivih blizanaca bojila s kojima se određuje osnovni sastav procesnih bojila C, M, Y za procesni tisak.
Virtual reality (VR) devices are becoming a more popular and widespread tool for learning, gaming and entertainment purposes. One of familiar problems of emerging in VR is side effect known as cybersickness, which can be a nuisance for consumers of VR content. This occurrence can be explained as visual and vestibular conflict. The problem with cybersickness lies within the fact that the body is stationary, but eyes perceive motion in virtual reality, also known as vection. Cybersickness symptoms that often occur include blurred vision, headache, vertigo, upset stomach and other. Aim of this research is to observe changes in cybersickness symptoms in two tested conditions (2D display and VR). In this paper, subjective and objective metric of evaluation regarding cybersickness in VR driving simulation are used. Subjective metric is survey and objective metric is electroencephalogram (EEG). Results of the survey indicate which symptoms of cybersickness are more pronounced during driving in virtual environment compared with classic 2D screen experience. Statistically significant difference was found for 6 variables, which include vertigo, blurred vision and headache. Objective metric showed that highest average beta wave was in VR setting, as well as beta/alpha ratio, which is associated with stress and excitement.
No abstract
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
customersupport@researchsolutions.com
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.
Copyright © 2024 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.