Cybersickness symptoms
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Transcript Cybersickness symptoms
Virtual Reality & Cybersickness
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Introduction
Cybersickness symptoms
Theories for the cause of cybersickness
Physical pathologies
Cybersickness effects
Preventive solutions
References
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.
Introduction
• Importance
• Industrial needs and economic reasons
• Problems in research
• Difficult to predict who will be adversely
affected
• No government regulations
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)
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
Physical pathologies
• Repetitive stress injury
• Extended use and repeated movements
(joystick or keyboard)
• Functional disability (tendinitis and
ligamentous injury)
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)
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
Cybersickness effects
• Visual effects
– Nausea
– Asthenopia (eyestrain)
– Impact of electromagnetic fields (eyes)
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
Cybersickness effects
• Psychological effects
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Develop a new personality in VR
Acrophobia or Claustrophobic
addicted
Residual aftereffects
• Illusory sensations of climbing and turning
• Perceived inversion of the visual field
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
Preventive solutions
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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
Preventive solutions
• Drug therapy
– Reduce vestibular output
– Control nausea and individual training
– Adverse side-effects on performance and
reliability of the operator
References
• http://www.cs.cmu.edu/~dccrow/uwaterloo/KIN_4
16.html
• http://www.academic.marist.edu/papers/karin/virtu
al.html
• http://www.I-med.com/mi/safety.html
• http://www.oir.ucf.edu/pubrel/reportarchives/UCF
Report03.08.96/cybersickness.html
• http://ie.engr.ucf.edu/vr_research/synergy/sick.htm
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