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Virtual Reality & Cybersickness

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Presentation on theme: "Virtual Reality & Cybersickness"— Presentation transcript:

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. As the number of VR applications has risen dramatically, it is important to VR industry to find cure or a solution to the problem of cyber sickness.

3 Introduction Importance Problems in research
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 Don’t 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.html


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