scholarly journals Quantifying VR cybersickness using EEG

2021 ◽  
Author(s):  
Eric Krokos ◽  
Amitabh Varshney

AbstractCurrent techniques for characterizing cybersickness (visually induced motion sickness) in virtual environments rely on qualitative questionnaires. For interactive graphics to create visual experiences that enhance the illusion of presence while mitigating cybersickness, interactive measures are needed to characterize cybersickness. In this paper, we acquire EEG signals from participants as they experience vection-induced cybersickness and compare those signals to a baseline. Our study shows that there is a correlation between the participant-reported cybersickness (as measured by movements of a joystick) and brain EEG signals. Through independent component analysis, we separate those signals which are a result of cybersickness from other sources (such as eye blinks). Our user study finds that there is a highly correlative and statistically significant Delta- (1.0–4.0 Hz), Theta- (4.0–7.0 Hz), and Alpha-wave (7.0–13.0 Hz) increase associated with cybersickness in immersive virtual environments across participants. Establishing a strong correlation between cybersickness and EEG-measured brain activity provides us with the first step toward interactively characterizing and mitigating cybersickness in virtual environments.

Author(s):  
Daniela Janssen ◽  
Christian Tummel ◽  
Anja Richert ◽  
Ingrid Isenhardt

<p class="Abstract"><span lang="EN-US">In light of the increasing technological developments, working life and education is changing and becoming more complex, interconnected and digital. These changed circumstances require new and modified competences of future employees. Education has to respond to the changing requirements in working life. To prepare for this, a technological-oriented teaching and learning process as well as gaining practical experience is crucial for students. In this context, Virtual Reality (VR) technologies provide new opportunities for practical experience in higher education, where they can further intensify the students learning experiences to a more immersive and engaging involvement in the learning process. To evaluate the potential of immersive virtual learning environments (VLE) for higher education and to understand more deeply which kind of experiences students gain while learning in immersive virtual environments (VE) an experimental research study is carried out. The paper describes education in light of industry 4.0 first and gives an overall view of immersive learning and the role of VR Technologies. Then the user study to measure user experience (UX) in immersive VLE is presented. Preliminary results are outlined and discussed with a view of further research.</span></p>


1992 ◽  
Vol 1 (3) ◽  
pp. 306-310 ◽  
Author(s):  
Lawrence J. Hettinger ◽  
Gary E. Riccio

Visually induced motion sickness is a syndrome that occasionally occurs when physically stationary individuals view compelling visual representations of self-motion. It may also occur when detectable lags are present between head movements and recomputation and presentation of the visual display in helmet-mounted displays. The occurrence of this malady is a critical issue for the future development and implementation of virtual environments. Applications of this emerging technology are likely to be compromised to the extent that users experience illness and/or incapacitation. This article presents an overview of what is currently known regarding the relationship between visually specified self-motion in the absence of inertial displacement and resulting illness and perceptual-motor disturbances.


2018 ◽  
Vol 2018 ◽  
pp. 1-10 ◽  
Author(s):  
Katy Tcha-Tokey ◽  
Olivier Christmann ◽  
Emilie Loup-Escande ◽  
Guillaume Loup ◽  
Simon Richir

There are increasing new advances in virtual reality technologies as well as a rise in learning virtual environments for which several studies highlighted the pedagogical value, knowledge transfer, and learners’ engaged-behaviors. Moreover, the notion of user experience is now abundant in the scientific literature without the fact that there are specific models for immersive environments. This paper aims at proposing and validating a model of User eXperience in Immersive Virtual Environment, including virtual learning environments. The model is composed of 10 components extracted from existing models (i.e., presence, engagement, immersion, flow, usability, skill, emotion, experience consequence, judgement, and technology adoption). It was validated in a user study involving 152 participants who were asked to use the edutainment application Think and Shoot and to complete an immersive virtual environment questionnaire. The findings lead us to a modified user experience model questioning new paths between user experience components (e.g., the influence of experience consequence on flow).


2010 ◽  
Vol 24 (2) ◽  
pp. 131-135 ◽  
Author(s):  
Włodzimierz Klonowski ◽  
Pawel Stepien ◽  
Robert Stepien

Over 20 years ago, Watt and Hameroff (1987 ) suggested that consciousness may be described as a manifestation of deterministic chaos in the brain/mind. To analyze EEG-signal complexity, we used Higuchi’s fractal dimension in time domain and symbolic analysis methods. Our results of analysis of EEG-signals under anesthesia, during physiological sleep, and during epileptic seizures lead to a conclusion similar to that of Watt and Hameroff: Brain activity, measured by complexity of the EEG-signal, diminishes (becomes less chaotic) when consciousness is being “switched off”. So, consciousness may be described as a manifestation of deterministic chaos in the brain/mind.


2004 ◽  
Author(s):  
Mustapha Mouloua ◽  
Janan Smither ◽  
Robert C. Kennedy ◽  
Robert S. Kenned ◽  
Dan Compton ◽  
...  

2000 ◽  
Author(s):  
Ralph Mager ◽  
R. Stoermer ◽  
A. Roessler ◽  
F. Mueller-Spahn ◽  
A. Bullinger

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