• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 43
  • 3
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • Tagged with
  • 54
  • 54
  • 17
  • 16
  • 14
  • 8
  • 7
  • 6
  • 6
  • 5
  • 5
  • 5
  • 5
  • 5
  • 5
  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
41

Gång- och rotationshastigheter för effektiv navigering i VR

Wikström, Sebastian January 2017 (has links)
Virtuell verklighet (VR) har under de senaste åren fått en uppsving i popularitet. Rörelsesjuka i VR har länge varit ett problem och är idag fortfarande ett stort hinder för kommersiell succé. Detta arbete ämnar till att implementera stöd för Oculus Rift i programmet Configura, och utvärdera navigering med handkontroll i en VR-miljö. Fokuset ligger på att hitta lämpliga gång- och rotationshastigheter för effektiv navigering med handkontroll, och effekten hastigheterna har på rö- relsesjuka. En användarstudie genomfördes där personer testade olika gång- och rotationshastigheter i olika tester med ökande svårighetsgrad i navigering. Resultaten från användarstudien visar på att i alla hastigheter upplevde testpersonerna allvarliga symptom av rörelsesjuka. Det fanns även indikationer att användare med lägre hastigheter presterar bättre. / Virtual Reality (VR) have risen in popularity during the last years. Motion sickness however have been a big problem and still is an obstacle for commercial success. This thesis work aims to implement VR-support in the space planning program Configura, and evaluate navigation with a controller in a VR-environment. The focus of this study is to find suitable walking and rotational speeds for effective navigation with a controller, and the effects different speeds have on motion sickness. A user study was preformed where users tested different speeds in tests with an increasingly difficulty in navigation. The results from the study shows that people had severe symptoms of motion sickness in all speeds. There were also indications that lower speeds made people perform better.
42

Virtual Reality sickness during immersion: An investigation ofpotential obstacles towards general accessibility of VR technology

Lu, Dongsheng January 2016 (has links)
People call the year of 2016 as the year of virtual reality. As the world leading tech giants are releasing their own Virtual Reality (VR) products, the technology of VR has been more available than ever for the mass market now. However, the fact that the technology becomes cheaper and by that reaches a mass-market, does not in itself imply that long-standing usability issues with VR have been addressed. Problems regarding motion sickness (MS) and motion control (MC) has been two of the most important obstacles for VR technology in the past. The main research question of this study is: “Are there persistent universal access issues with VR related to motion control and motion sickness?” In this study a mixed method approach has been utilized for finding more answers related to these two important aspects. A literature review in the area of VR, MS and MC was followed by a quantitative controlled study and a qualitative evaluation. 32 participants were carefully selected for this study, they were divided into different groups and the quantitative data collected from them were processed and analyzed by using statistical test. An interview was also carried out with all of the participants of this study in order to gather more details about the usability of the motion controllers used in this study. The results of this study has validated several existing frameworks for VR. And in conclusion, this study has also shown that both previous motion sickness experiences and gender factors weren’t significant in terms of general accessibility issues on PCVR platforms. There are hints showing that the VR technology on PC platform could be universal accessible, since both of the quantitative and qualitative results has provided some evidences supporting this finding. However, more similar studies need to be carried out in order to identify more possible factors that would give an impact on user experiences in VR. The results of this study has also given implications of that today’s VR technology is developing on the right track and it could slowly become adopted by the mainstream and mass-market in the future.
43

Return to Earth: Decayed Rulesets in VR

Von Drasek, Nathan James 13 July 2021 (has links)
No description available.
44

EFFECT OF PREDICTABILITY OF IMPOSED VISUAL MOTION ON THE OCCURRENCE OF MOTION SICKNESS

Otten, Edward W. 12 April 2005 (has links)
No description available.
45

The Influence of Stimulus Complexity and Perception-action Coupling on Postural Sway

Otten, Edward W. 13 August 2008 (has links)
No description available.
46

The Prediction of Motion Sickness Through People's Perception of Postural Motion

Braun, Jennifer L. 30 November 2012 (has links)
No description available.
47

Using EEG in neurofeedbacktraining to decrease visual motionsensitivity and motion-sickness / Träning med EEG neurofeedback i syfte att minska känsligheten för visuell rörelse och åksjuka

Rúnarsson, Ódinn K. January 2021 (has links)
Patients who suffer from motion-sickness, visual vertigo and other conditions relating to visual hypersensitivity will often feel dizzy when exposed to rapid visual motion or cluttered fields-of-view. Previous studies indicate that attentiveness to these stimuli influence the intensity of discomfort for these individuals, which suggests that mentally ignoring visual stimuli might help make them more tolerable. This thesis project had two goals. The primary goal was the development of a visual biofeedback system for use with a commercial electroencephalographic headset and a personal computer. The secondary goal was to evaluate its usefulness for treating motion-sickness and other related illnesses through regular training sessions. A neurofeedback program was constructed using MATLAB and a Muse 2 Brain Sensing Headband (Muse). The program projected a spinning maze like pattern on a monitor where increase in velocity was proportional to increase in theta wave activity (3.5-6.5 Hz) detected by the Muse. Five test subjects (three men and two women) were given a copy of the program and a Muse, and then instructed to practice reducing their EEG activity (e.g. by calming themselves), which would be reflected in the program as a slower spin velocity of the maze. These practice sessions took place daily for seven days. Neurofeedback proficiency and body sway data was collected before and after. Mean spectral power data from the training regimen shows a 23.7% drop in theta wave activity from first session to last (p = 0.005). Using Pearson’s correlation, no significant results were obtained while comparing training improvements and proficiency test improvements (r = -0.22, p = 0.72) or reduction in body sway (r = 0.78, p = 0.12).
48

En genomförbarhetsstudie for integration av metoder for att skapa cybersjuka från enbart ljud inom dator spel / A feasibility study of the use of auditory induced cyber sickness for use in video games game integration

Malm, Alexander January 2024 (has links)
This study aims to ascertain the feasibility of implementing features/effects that can induce cybersickness via the use of auditory means. This will be done via a feasibility study that explores the current landscape of studies relating to auditorily induced cybersickness and also evaluates the potential for these studies to be implemented into a video game environment. The purpose of this study is also to illuminate the need for further research into the topic by laying the groundwork for what cybersickness entails and laying out how the field can be further expanded in the future.
49

The effect of peripheral visual feedforward system in enhancing situation awareness and mitigating motion sickness in fully automated driving

Karjanto, Juffrizal, Md. Yusof, Nidzamuddin, Wang, Chao, Terken, Jacques, Delbressine, Frank, Rauterberg, Matthias 11 November 2020 (has links)
This study investigates the impact of peripheral visual information in alleviating motion sickness when engaging in non-driving tasks in fully automated driving. A peripheral visual feedforward system (PVFS) was designed providing information about the upcoming actions of the automated car in the periphery of the occupant’s attention. It was hypothesized that after getting the information from the PVFS, the users’ situation awareness is improved while motion sickness is prevented from developing. The PVFS was also assumed not to increase mental workload nor interrupt the performance of the non-driving tasks. The study was accomplished on an actual road using a Wizard of Oz technique deploying an instrumented car that behaved like a real fully automated car. The test rides using the current setup and methodology indicated high consistency in simulating the automated driving. Results showed that with PVFS, situation awareness was enhanced and motion sickness was lessened while mental workload was unchanged. Participants also indicated high hedonistic user experience with the PVFS. While providing peripheral information showed positive results, further study such as delivering richer information and active head movement are possibly needed.
50

Malmö by 360° – en studie om 360° video inom äldreomsorgen i Malmö

Johansson, Kristin, Johansson, Hedda January 2019 (has links)
Den här studien undersöker i vilken grad 360° video betraktad i en HMD kan ha för livskvalitetshöjande effekt på boende inom äldreomsorgen i Malmö. Ensamhet och depression är ett av de vanligaste hälsoproblemen bland personer över 65 år idag. En av anledningarna till detta är fysiska och psykiska hinder som minskar möjligheterna för dem att kontinuerligt delta i sociala sammanhang och få ett miljöbyte. Med 360° video kan vad som helst upplevas och med en HMD kan känslan av att vara närvarande på platsen förstärkas. Med hjälp av denna teknik har ett prototyptest utförts på 2 olika äldreboende i Malmö där 9 stycken deltagare har fått testa att betrakta 360° video i en HMD, i form av olika utflyktsmål i Malmö som har skapats som prototyp i denna studie. Utifrån observationer, ”think-aloud”-tekniken och enkätsvar har slutsatserna kunnat dras att prototyptestet behöver göras under en längre period för att påvisa ett säkert resultat om vilken livshöjande effekt 360° video kan ha på de boende. Resultatet av testet kunde även påvisa en ökad positivitet om deltagarna fick se en plats de besökt tidigare. / This study examines the degree to which 360 ° video viewed in an HMD can have a life-quality enhancing effect on residents of elderly care in Malmö. Loneliness and depression are one of the most common health problems today among people with an age over 65. One of the reasons for this is physical and mental barriers that reduces the opportunities for them to continuously participate in social contexts and get an environmental change. With 360° video, anything can be experienced and with an HMD the feeling of being present on the site can be enhanced. With the help of this technique, a prototype test has been performed on 2 different retirement homes in Malmö where 9 participants have been tested to view 360° video in an HMD, in the form of various excursion destinations in Malmö that have been created as a prototype in this study. Based on observations, think-aloud technology and questionnaire responses, the conclusions have been drawn that the test needs to be done for a longer period to be able to demonstrate a safe result on which life-enhancing effect 360° video can have on the residents. The result of the test could also show an increased positivity if the participants saw a place they visited in the past.

Page generated in 0.0821 seconds