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1.
Virtual Reality - It is known that virtual reality (VR) experience may cause cyber sickness. One aspect of VR is an immersion or otherwise sense of presence, the sense of feeling oneself in a...  相似文献   

2.
Chen  Shanshan  Weng  Dongdong 《Virtual Reality》2022,26(3):817-822
Virtual Reality - In this study, we assessed the relationship between exposure duration and VR sickness severity during 7.5-h virtual immersion. First, we showed that the VR sickness severity was...  相似文献   

3.
Lim  Kyungmin  Lee  Jaesung  Won  Kwanghyun  Kala  Nupur  Lee  Tammy 《Virtual Reality》2021,25(2):331-340
Virtual Reality - In this paper, we proposed a novel method for virtual reality (VR) sickness reduction based on dynamic field of view (FOV) processing. Dynamic FOV processing is performed based on...  相似文献   

4.
BackgroundVirtual reality (VR) use is limited by the potential side effects of prolonged exposure to vection, leading to motion sickness. Air temperature (Ta) may exacerbate the severity of such side effects through a synergistic interaction. This study assessed the individual and combined impact of a hot Ta and VR on motion sickness severity.MethodThirteen healthy volunteers were exposed to a 20 min visual stimulus, across four experimental conditions: N_CS: 22 °C Ta with computer screen; N_VR: 22 °C Ta with VR; H_CS: 35 °C Ta with computer screen; H_VR: 35 °C Ta with VR. Motion sickness was assessed via fast motion sickness scale (FMS) and simulator sickness questionnaire (SSQ). Physiological indices of motion sickness including, sweat rate, rectal temperature, cutaneous vascular conductance (CVC), skin temperature, blood pressure and heart rate were also examined.ResultsFMS and SSQ ratings indicate a significant main effect for VR, increasing sickness severity (p < 0.001). A significant main effect of Ta was observed for SSQ, but not FMS ratings (FMS, p = 0.07; SSQ, p < 0.04). Despite trends towards synergism, no interaction (Ta × VR) was observed for FMS (p = 0.2) or SSQ scores (p = 0.07), indicating an additive response. Synergistic trends were also observed for sweat rate and CVC.ConclusionSynergism between VR and heat on motion sickness remains unclear, possibly as a result of considerable inter-individual variation in the reported subjective responses. Understanding of the questions raised by this study inform safe working guidelines for the use of VR in commercial and occupational settings.  相似文献   

5.
Low-cost technology is essential to integrate Virtual Reality (VR) into educative institutions around the world. However, low-cost technology usually refers to low-end technology, which may compromise the level of immersion of the VR system. This study evaluates whether low-end and high-end VR systems achieve a comparable learning outcome regardless their immersion level. We also analyze the relationship between virtual presence and the learning outcome arising from a VR educational experience. An evaluation with 42 participants was conducted. We measured learning outcome and virtual presence under three different configurations, namely: a desktop computer, a low-end VR system, and a high-end VR system. The impact of simulator sickness was also analyzed. Results revealed a lower learning outcome in the less immersive configuration (i.e. desktop) and a similar learning outcome in both low-end and high-end VR systems. Even though low-end VR systems are less immersive and produce a lower level of virtual presence than high-end VR systems, the results support the use of low-end VR systems for educative applications.  相似文献   

6.
It has been noted that restricting field of view (FoV) is effective to mitigate virtual reality (VR) sickness, but it is prone to reduce the immersiveness. We propose an effective FoV restriction approach to mitigate VR sickness on mobile devices. The proposed approach includes a practical and reliable method for measuring VR sickness and a method of effectively limiting the FoV on mobile VR devices. Experimental result shows that the proposed method reduces VR sickness by 31.4%. The method was successfully applied to a VR application.  相似文献   

7.
Kari  Tuomas  Kosa  Mehmet 《Virtual Reality》2023,27(3):1585-1605

Virtual reality (VR) is considered as one of the technological megatrends of 2020s, and today, VR systems are used in various settings, digital gaming being among the most popular ones. However, there has been a dearth of understanding regarding the central factors behind VR gaming acceptance and use. The present study therefore aimed to explain the factors that drive the use and acceptance of VR games. We extended the hedonic-motivation system acceptance model with utilitarian and inconvenience factors to capture the pertinent features of VR systems more holistically. We proposed a theoretical model and analyzed it through covariance-based structural equation modeling using an online survey sample of 473 VR gamers. Our findings help explain the role of different antecedents behind VR gaming acceptance and demonstrate that VR gaming is driven more by the hedonic gaming aspects than by the utilitarian health and well-being aspects of VR games, enjoyment being the strongest driver behind VR gaming intention and immersion. Moreover, findings also suggested that use intentions and immersion levels are not significantly diminished by physical discomfort and VR sickness. The findings, which potentially extend to other VR systems as well, also pose important implications for the providers of VR games. As the main contribution, based on our empirical findings, we provide a greater theoretical understanding on VR gaming acceptance and use.

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8.
Few studies have been carried out to examine the relation between postural stability and subjective reports or feelings of motion sickness. Two views seem to exist on the relation between immersion in a virtual reality (VR) environment and subjective feelings of motion sickness. One predicts that the immersion induces both postural instability and motion sickness. Another view is that preimmersion postural instability predisposes people to motion sickness. However, these views are not supported by empirical research. Longer immersions in a VR environment may induce higher levels of postural instability and symptoms of motion sickness. In this study, effects of long-hours immersion in a VR environment on postural stability were examined to approach the underlying mechanism of postural instability and motion sickness using force platform measurement and self-reported questionnaire on motion sickness. As a result, it was suggested that longer immersion in a VR environment induced postural instability and symptoms of motion sickness.  相似文献   

9.
Geršak  Gregor  Lu  Huimin  Guna  Jože 《Multimedia Tools and Applications》2020,79(21-22):14491-14507

In this paper relationship of perceived virtual reality (VR) sickness phenomenon with different generations of virtual reality head mounted displays (VR HMD) is presented. Action content type omnidirectional video clip was watched by means of four HMDs of different levels of technological matureness, with a 2D monitor used as a reference point. In addition to subjective estimation of VR sickness effects by means of the SSQ questionnaire, psychophysiology of the participants was monitored. Participant’s electrodermal activity, heart rate, skin temperature and respiration rate were measured. Results of the study indicate differences between HMDs in both SSQ score and changes of physiology. Skin conductance was found to be significantly correlated with VR sickness. Mobile HMD did not induce significantly higher levels of VR sickness. Disorientation SSQ was proven to be a useful tool for assessing the VR sickness effects.

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10.
Real-time global illumination in VR systems enhances scene realism by incorporating soft shadows, reflections of objects in the scene, and color bleeding. The Virtual Light Field (VLF) method enables real-time global illumination rendering in VR. The VLF has been integrated with the Extreme VR system for real-time GPU-based rendering in a Cave Automatic Virtual Environment.  相似文献   

11.
虚拟现实定义的探讨   总被引:2,自引:0,他引:2  
该文主要探讨了虚拟现实的定义,首先分析了一些虚拟现实系统的实例和先前人们对虚拟现实概念的定义,指出了对虚拟现实原词意在翻译中容易产生的误解。然后作者提出了虚拟现实的定义的三个属性:即仿真性、互动性和想象性。并指出,虚拟现实系统是对现实世界中各事物本质和内在的模拟和仿真;虚拟现实系统是因人而动,描绘了虚拟现实系统与人的关系;虚拟现实系统能给操作人员提供一个合理的想象空间,使操作人员身处虚拟环境能进行有效的操作。对比较费解的想象性作了注解。最后指出虚拟现实是个大集合,完全可以作为一门学科。  相似文献   

12.
虚拟现实及其应用进展   总被引:5,自引:0,他引:5  
虚拟现实是一种多通道的新型人机交互接口,它提供了具有沉浸感的智能虚拟环境并允许用户和该环境进行交互.计算机技术、交互技术和人工智能等相关技术的快速发展促进了虚拟现实技术的巨大进步,以此为基础的实际应用也得到了很快的发展和提高.描述了虚拟现实的涵义及其本质特征,归纳了适合使用虚拟现实技术的场合,并介绍了虚拟现实技术在教育、医疗、科学可视化和工程制造等方面的最新应用,最后对虚拟现实未来的应用做出了展望.  相似文献   

13.
虚拟现实是当今的研究热点之一,本文就目前虚拟现实发展中遇到的一些问题介绍一个正在实现中的虚拟现实系统,探讨其解决这些问题的方法.  相似文献   

14.
Wang  Yanbin  Hu  Yizhou  Chen  Yu 《Virtual Reality》2021,25(2):409-419
Virtual Reality - With the development of consumer-grade virtual reality (VR) systems, the interface and interaction design for immersive virtual environments have become a critical issue for VR...  相似文献   

15.
Feng  Shuo  He  Weiping  Wang  Shouxia  Billinghurst  Mark 《Virtual Reality》2022,26(3):1207-1215
Virtual Reality - Sketch design is generally a feasible concept within virtual reality (VR). However, VR controllers suffer from a fundamental problem that limits operability and immersion, which...  相似文献   

16.
Pedram  Shiva  Kennedy  Grace  Sanzone  Sal 《Virtual Reality》2023,27(3):2255-2280
Virtual Reality - The latest technological advancements in the domain of virtual reality (VR) have created new opportunities to use VR as a training platform for medical students and practitioners...  相似文献   

17.
该文描述在开发虚拟现实化学安全实验系统Vest-Lab的过程中,如何搭建一个以学习者为中心的交互式学习环境。重点阐述了真实感的表现和虚拟场景的创建问题,并讨论了该系统在教学实践中的优势。  相似文献   

18.
Al-Jundi  Hamza A.  Tanbour  Emad Y. 《Virtual Reality》2022,26(3):1103-1122
Virtual Reality - Developments in visual and tracking systems have expanded virtual reality (VR) applications and led to VR becoming a powerful tool for decision making, planning, and conducting...  相似文献   

19.
Chang  Eunhee  Billinghurst  Mark  Yoo  Byounghyun 《Virtual Reality》2023,27(3):2073-2097
Virtual Reality - Virtual reality (VR) experiences can cause a range of negative symptoms such as nausea, disorientation, and oculomotor discomfort, which is collectively called cybersickness....  相似文献   

20.
Virtual Reality - This study aims to fill a gap in current research on virtual reality (VR) by developing a valid and reliable educational VR acceptance scale based on the unified theory of...  相似文献   

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