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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

Untersuchung mehrerer Flugsimulationen in der virtuellen Realität, mit Schwerpunkt auf Cybersickness und Benutzeroberfläche

Rittig, Sascha 28 March 2022 (has links)
In dieser Abschlussarbeit geht es um die Untersuchung von etablierten Bewegungs- und Hilfsmethoden zur Flugsteuerung in der virtuellen Realität. Hierbei wird zum einen untersucht, welche Methoden als intuitiv wahrgenommen werden und zum anderen, welche Auswirkungen die Methode auf die Entwicklung von Cybersickness während der VR-Erfahrung hat. Zusätzlich wird untersucht, wie sich eine Veränderung in der Landschaft auf den Orientierungssinn auswirkt. Dafür werden eine veränderbare procedurale virtuelle Landschaft als Versuchsumgebung und die zu untersuchenden Bewegungsmethoden implementiert. Es folgt eine Studie, in der die Probanden die verschiedenen Bewegungsmethoden testen und in einem Fragebogen ihre Erfahrungen beschreiben. Abschließend werden die Testergebnisse der Probanden evaluiert und bewertet.:Kurzfassung Abkürzungsverzeichnis 1 Einleitung 1.1 Motivation 1.2 Ziel und Methodik der Arbeit 1.3 Aufbau der Arbeit 2 Virtual Reality 2.1 Theoretische Grundlagen 2.1.1 Die virtuelle Realität 2.1.2 Immersion bzw. Wahrnehmung 2.1.3 Geschichte der VR-Brille 2.1.4 Aktueller Technikstand 2.1.4.1 Trackingverfahren 2.1.5 Anwendungsgebiete 2.1.6 Herausforderungen/Probleme 2.2 Motion Sickness 2.2.1 Theorien zu Motion Sickness außerhalb von VR-Anwendungen 2.2.1.1 Die Vergiftungs-Erkennungs Theorie 2.2.1.2 Die Gleichgewichts-Herzkreislauf-Effekt Theorie 2.2.2 Theorien zu Motion Sickness in VR-Anwendungen 2.2.2.1 Die Sensor-Konflikt Theorie 2.2.2.2 Die Theorie der Lageinstabilität 2.2.3 Aspekte und Ausschlaggebende Faktoren für Motion Sickness in VRAnwendungen 2.2.4 Maßnahmen gegen Motion Sickness 2.2.4.1 Technische Mittel 2.2.4.2 Pharmazeutische Mittel 2.2.4.3 Individuelle Maßnahmen 2.3 Navigation in Virtuellen Welten 2.3.1 Point & Teleport 2.3.2 Reoriented World 2.3.3 Artificial Locomotion 2.3.4 Surrogate Vehicle 2.3.5 Motion Triggered 2.3.6 Redirected Walking 3 Fliegen in Computerspielen 4 Design und Implementierung 4.1 Grundstruktur 4.2 Implementierung der Bewegung und Hilfsmethoden 4.2.1 Artificial Locomotion (Künstliche Fortbewegung) + Surrogate Vehicle 4.2.2 Motion Triggered (Superman flying) 4.2.3 Point & Teleport 4.3 Proceduale Welt 4.3.1 Höhenkarte 4.3.2 Shader 4.4 Geometrische Strukturen 4.5 Pfad-Generierung 4.6 Start-Szene 4.7 Menü Interface 5 Studie 5.1 Fragestellung 5.2 Methodik 5.3 Beschreibung des Experiments 5.4 Ergebnisse 5.5 Diskussion und Auswertung 6 Fazit 7 Ausblick Abbildungsverzeichnis Tabellenverzeichnis Quelltextverzeichnis Literaturverzeichnis Anhang A.1 Tabellen A.2 Quelltexte A.3 Fragebogen
2

Effects of display type, age, and gender on driving performance and simulator-induced sickness in a medium-fidelity driving simulator

Penhallegon, William James 24 July 2003 (has links)
This study investigated the link between age and gender susceptibility to simulator-induced sickness in conjunction with display type. Simulator-induced sickness and ataxia were measured before and after exposure to a medium-fidelity driving simulator. Participants in four age and gender categories (older and younger males and females) operated the simulator with a consumer-grade head-mounted display (HMD), and then with a large screen, direct-view plasma display. This study set out to recommend a particular display type that would be appropriate for use with particular age/gender groups in a general-purpose driving simulator. Unfortunately, practice effects affected the simulator-induced sickness and driving performance results for display type, which precludes making recommendations regarding the appropriate use of each display. Despite this, several important discoveries were made, including: 1) older participants did experience significantly increased simulator-induced sickness discomfort than the younger participants - regardless of display type; and 2) there was no significant difference found between genders in either simulator-induced sickness or driving performance; although females generally expressed a subjective preference for the direct-view display. Display type was not found to affect the degree of ataxia experienced by participants; however, this study did find that although older participants exhibited significantly higher rates of simulator-induced sickness discomfort than the younger participants, they recovered their postural equilibrium significantly faster. This indicates that the older participants had greater difficulty adapting to the simulation environment than younger persons. It also suggests that younger persons are at greater risk during immediate post-simulation activities such as driving. Although it is likely that this effect would disappear over time, it has implications for agencies such as the Department of Motor Vehicles or drivers education schools that are considering the use of a driving simulator device before an on-road skills test. / Master of Science
3

Reducing head mounted display VR sickness through dynamic field of view constriction

Yaqub, Hashim January 2018 (has links)
Although virtual reality (VR) head-mounted displays (HMD) have been in use since the mid-1960s, the surge in public awareness and access to VR had spurred an increased interest in all industries to investigate the potential of VR as an interaction modality associated with high subjective presence. Many challenges need to be addressed through the disciplined application of research methods, especially combating VR sickness, if this potential is to be realised. This Engineering Doctorate thesis reports a series of investigations within the context of real-world development with a partner company (BMT Defence Service, a naval engineering consultant). The primary interest of the thesis is in the potential of VR for developing cases and uses for this technology in training. The target modality of training was a portable set-up, i.e. sitting down with a laptop, HMD and a game controller. This set up would prove beneficial for providing axillary training to personnel who are not always able to receive regular on-board training. It would also prepare people for situations which are difficult to simulate in real-world conditions. Example cases included familiarisation, line of sight tests, hazard recognition and evacuation procedures. An initial study of VR HMD experience in training scenario highlighted VR sickness as a key limiting factor for usability thus focusing the research on identifying and reducing the factors which induce VR sickness. Prior research suggest that static field of view restrictions could help but only at the cost of loss of presence. There were no reported studies of the effects of restricting the field of view dynamically thus this thesis presents two investigations of dynamic Field of View (FOV) constriction triggered by movement in a virtual space. It was hypothesised that a reduction in FOV reduced the induction of VR sickness. The problem with doing so however was that it may negatively influence presence as the change in FOV could distract the user. This thesis reports the development of a method for adjusting FOV to reduce simulator VR without loss of presence. Two dynamic FOV constriction studies are reported. The first failed to demonstrate a clear effect but subjective user reports suggested methodological and experiential issues in its design. Meanwhile, research into a similar method was published at the 3DUI Symposium at IEEE VR 2016. Fernandes \& Feiner (2016) \cite{DynamicFOV_Feiner16}, who demonstrated that dynamic FOV constriction can reduce VR sickness without compromising presence. However, their work used interaction scenarios with normal walking in an unchallenging virtual environment. Users were not subject to the types of motion which literature suggests are most likely to induce sickness. Consequently, the second DFOV constriction study tested VR sickness reduction in more discomforting situations via involuntary movements and animations on the virtual character and camera. Many of these animations and movements are typical in first-person applications and yet are absent from VR applications. These include for example head-bobbing, falling animations, stumbling, and forward rolls. The aim was to test whether DFOV constriction could allow VR developers to include such facets in future development. It showed that extreme movements still generate VR sickness, despite the use of DFOV constriction, but subjective reports suggest some users appear to benefit. Further research is recommended on introducing user control to the extent of DFOV manipulation. The thesis concludes with an evaluation of the state-of-the-art in DFOV constriction as a general approach to immersive VR interactions, including how the human vestibular system may limit DFOV effectiveness as a means of controlling VR sickness.
4

The consumer media experience in innovative media : the impact of media novelty and presence on consumer evaluations

Yim, Yi-Cheon 13 October 2011 (has links)
The purpose of the study was to provide a comprehensive framework that explains how consumer experiences within new, innovative media affect advertising effectiveness. Several concerns about previous advertising models motivated this study. For instance, advertising models traditionally have focused on message recipients’ characteristics and information processes, ignoring the significant role of media in understanding advertising effectiveness. In addition, recently developed advertising models dealing with the impact of media have been narrowly applied to a specific medium, the Internet, and have focused largely on interactivity. The proposed model and our findings highlighted the prominent roles of media novelty and presence in enhancing advertising effectiveness in an innovative, new medium that emphasizes vividness, stereoscopic 3-D. The novelty effect, created by the newness of the medium, had the power to attract viewers’ attention and the increased attention enhanced their sense of presence, the experience of being plunged into a new virtual world that advertisers constructed. The findings demonstrated that these sequential relationships can result in positive measures of advertising effectiveness, such as improved product knowledge and increased enjoyment, and ultimately more favorable attitudes toward the ad. Also our findings revealed that an irritation, such as cybersickness resulting from the stereoscopic 3-D, can hinder ad viewers’ communication processes and reduce their attention to the ad and their enjoyment of it. The model predicted that user characteristics, such as innovativeness, curiosity, and previous experience with the medium, would affect the process, but no effects were found. The current research provided advertising practitioners and researchers with opportunities to consider the significant role of media, especially innovative media, in assessing overall advertising effectiveness. For managers, it highlighted the potential of stereoscopic 3-D technology as an emerging advertising vehicle. Given the rapid changes in the media environment, it is increasingly important to understand the important roles that media play in advertising effectiveness. / text
5

Využití virtuální reality s ohledem na riziko cybersickness ve fyzioterapii pacientů s neglect syndromem / The usage of virtual reality in therapy of patients with neglect syndrome with consideration of a cybersickness risk

Macháčková, Tereza January 2020 (has links)
Title: The usage of virtual reality in therapy of patients with neglect syndrome with consideration of a cybersickness risk. Objective: To find out if stroke patients with neglect syndrome tend to have higher risk of gaining cybersickness after using virtual reality compared to stroke patients without neglect syndrome and healthy population. Also, to find out if the severity of neglect syndrome has correlation with the severity of gained cybersickness. Afterwards to evaluate the trend of making games in virtual reality for treating neglect syndrome with consideration of a cybersickness risk. Methods: The experiment participants played game in virtual reality developed for treating neglect syndrome for ten minutes. During the game participants were seated and were playing using head movements. A HTC VIVE console was used to deliver the virtual reality game. Participants were divided into 3 groups: the group Zdraví (n = 12) without neurological impairment, the group CMP (n = 6) for stroke patients without neglect syndrome and the group Neglect (n = 10) for stroke patients with neglect syndrome (KF-NAP ≥ 1). Each proband had to fill Sickness Simulator Questionnaire which was used to detect cybersickness before and after playing the game in virtual reality. Collecting and sorting of the data was done...
6

Vliv virtuální reality na stabilizační funkce pacientů po cévní mozkové příhodě s neglect syndromem / The influence of virtual reality on stabilization functions of patients after cerebrovascular accident with neglect syndrome

Sedláček, Jakub January 2020 (has links)
Title: The influence of virtual reality on stabilization functions of patients after cerebrovascular accident with neglect syndrome. Objectives: The objective of this thesis was to clarify whether postural stability of patients after cerebrovascular accident with neglect syndrome significantly worsen as an after-effect of virtual reality exposure in comparison with healthy probands and patients after cerebrovascular accident without neglect syndrome. Methods: 28 probands took part in this research, specifically 10 patients after cerebrovascular accident with neglect syndrome, 6 patients after cerebrovascular accident without neglect syndrome, and 12 healthy probands. All patients had been tested with Catherine Bergego Scale to evaluate neglect syndrome before the measurement of postural stability itself. That measurement consisted of probands being tested with Timed Up and Go test and a part of Berg Balance Scale. Afterwards, they took 10 minutes of immersive virtual reality game. Immediately after that Timed Up and Go test and Berg Balance Scale were repeated. The data were processed with MySQL database using a HeidiSQL program. Results: This research suggests that after exposure to virtual reality, there is no difference in changes of postural stability of patients with neglect syndrome in...
7

The Development and Evaluation of a Virtual Reality Intervention for Adults with Autism: A Design-based Research Study

Glaser, Noah 15 October 2020 (has links)
No description available.
8

Stepwise Teleportation as an Alternative to Continuous Motion in Virtual Reality

Wästling, Anna January 2023 (has links)
In the locomotion design space, artificial locomotion is most commonly used when navigating virtual spaces larger than the physical space provided. Some significant challenges to the use of artificial locomotion are however cybersickness and disorientation. Cybersickness is a phenomenon that creates discomfort for the user and is believed to be inflicted by continuous movement and its creation of vection. Contrarily, discrete locomotion interfaces like teleportation do not cause vection or cybersickness for the user. However, because of this, teleportation is unable to offer spatial updating, which is crucial for preventing disorientation. This thesis investigates an alternative to these interfaces that aims to combine their benefits while avoiding their drawbacks in an interface referred to as Stepwise teleportation that consist of short discrete translations, referred to as steps, in the direction chosen by the user. / <p>Examensarbetet är utfört vid Institutionen för teknik och naturvetenskap (ITN) vid Tekniska fakulteten, Linköpings universitet</p>
9

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.
10

Identification Of System Design Features That Affect Sickness In Virtual Environments

Drexler, Julie 01 January 2006 (has links)
The terms "simulator" and "VR" are typically used to refer to specific types of virtual environments (VEs) which differ in the technology used to display the simulated environment. While simulators and VR devices may offer advantages such as low cost training, numerous studies on the effects to humans of exposure to different VEs indicate that motion sickness-like symptoms are often produced during or after exposure to the simulated environment. These deleterious side effects have the potential to limit the utilization of VE systems if they jeopardize the health and/or safety of the user and create liability issues for the manufacturer. The most widely used method for assessing the adverse symptoms of VE exposure is the Simulator Sickness Questionnaire (SSQ). The method of scoring the symptoms reported by VE users permits the different sickness symptoms to be clustered into three general types of effects or subscales and the distribution or pattern of the three SSQ subscales provides a profile for a given VE device. In the current research, several different statistical analyses were conducted on the SSQ data obtained from 21 different simulator studies and 16 different VR studies in order to identify an underlying symptom structure (i.e., SSQ profile) or severity difference for various types of VE systems. The results of the research showed statistically significant differences in the SSQ profiles and the overall severity of sickness between simulator and VR systems, which provide evidence that simulator sickness and VR sickness represent distinct forms of motion sickness. Analyses on three types of simulators (i.e., Fixed- and Rotary-Wing flight simulators and Driving simulators) also found significant differences in the sickness profiles as well as the overall severity of sickness within different types of simulator systems. Analyses on three types of VR systems (i.e., HMD, BOOM, and CAVE) revealed that BOOM and CAVE systems have similar sickness profiles, which are different than the HMD system profile. Moreover, the results showed that the overall severity of sickness was greater in HMD systems than in BOOM and CAVE systems. Recommendations for future research included additional psychophysical studies to evaluate the relationship between various engineering characteristics of VE systems and the specific types of sickness symptoms that are produced from exposure to them.

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