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  • 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.
1

Evaluation of the perceived sense of speed in a driving simulator

Procaccini, Marco January 2013 (has links)
In this project we evaluated the perception of speedin a driving simulator. The study provides a preliminary survey that focuses onhow human beings can perceive moving in space. We have developed and implemented some techniques to study how we modify the perception of speed in adriving simulator. We targeted the driving perspective, trying to create certain effects in order to affect the perceived sense of speed. Changing the contrast of the scene we studied how the perception of the speed has been modified. Testing this modification we saw a change in the perception of the speed by the driver, who noticed an increase of the perceived speed through the alteration of the contrast of the scene.
2

Thrill vs. Cybersickness : A study on camera settings’ impact on immersion and cybersickness in VR Racing Games.

Fomenko, Ivan, Kaewpankan, Taninwat January 2022 (has links)
Among the biggest challenges in the development of VR has been creating an overall sense of immersion and presence as well as finding methods to reduce cybersickness. These aspects have been major obstacles to the widespread adoption of virtual reality since its existence. Research has shown that various camera techniques have been investigated to reduce cybersickness and enhance the immersive experience in VR. Hence, camera settings are an important tool when it comes to reducing cybersickness as well as creating a sense of immersion in VR. This study aims to determine what effect that lock onboard camera to horizon setting can have on players of VR racing games in terms of the player's sense of immersion and potential for cybersickness. It relies on an experiment with the lock onboard camera setting enabled and disabled utilizing the VR racing game Assetto Corsa. The data collection involved a mix methodology of questionnaires as well as interviews and included a Motion Sickness Susceptibility Questionnaire (MSSQ) and Cybersickness VR Questionnaire (CSQ-VR). The research results do not provide the definitive information on which camera was better to use. However, the difference was relatively minimal, even though the locked camera had demonstrated better results in terms of cybersickness intensity. All of the results suggest that immersion is highly subjective and a matter of personal preference, as indicated by all of the findings.

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