Search results for "Motion sickness"

showing 10 items of 33 documents

A Case Study on Vestibular Sensations in Driving Simulators.

2022

Motion platforms have been used in simulators of all types for several decades. Since it is impossible to reproduce the accelerations of a vehicle without limitations through a physically limited system (platform), it is common to use washout filters and motion cueing algorithms (MCA) to select which accelerations are reproduced and which are not. Despite the time that has passed since their development, most of these algorithms still use the classical washout algorithm. In the use of these MCAs, there is always information that is lost and, if that information is important for the purpose of the simulator (the training simulators), the result obtained by the users of that simulator will no…

Automobile DrivingSeguretat viàriaMotion SicknessSensationBiochemistryAtomic and Molecular Physics and OpticsAnalytical ChemistryMotiondriving simulator; motion platform; motion cueing algorithm; washout filter; car characterization; vestibular perceptionHumansComputer SimulationVestibule LabyrinthElectrical and Electronic EngineeringInstrumentationSensors (Basel, Switzerland)
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Brightness and contrast do not affect visually induced motion sickness in a passively-flown fixed-base flight simulator

2016

Abstract Background Visually Induced Motion Sickness (VIMS) or simulator sickness is often elicited by a visual stimulus that lacks the appropriate vestibular or proprioceptive feedback. In this study, we chose to investigate the effects of brightness and contrast of the visual scene on VIMS. Hypothesis We hypothesized that visual environments differing in brightness or contrast would differentially induce VIMS. The symptoms of VIMS should be most severe for the combination of high brightness and high contrast and conversely lowest for the low brightness and low contrast condition. Methods 33 healthy subjects were tested in a fixed-base flight simulator. Each subject flew in four consecutiv…

Brightnessmedicine.medical_specialtygenetic structuresStimulus (physiology)AudiologyFlight simulator03 medical and health sciences0302 clinical medicineMedicine0501 psychology and cognitive sciencesComputer visionElectrical and Electronic Engineering050107 human factorsFixed baseVestibular systemProprioceptionbusiness.industry05 social sciencesbiochemical phenomena metabolism and nutritionbacterial infections and mycosesmedicine.diseaseHuman-Computer InteractionMotion sicknessHardware and ArchitectureSimulator sicknessArtificial intelligencebusiness030217 neurology & neurosurgeryDisplays
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Validation of the Virtual Reality Neuroscience Questionnaire: Maximum Duration of Immersive Virtual Reality Sessions Without the Presence of Pertinen…

2019

Research suggests that the duration of a VR session modulates the presence and intensity of VRISE, but there are no suggestions regarding the appropriate maximum duration of VR sessions. The implementation of high-end VR HMDs in conjunction with ergonomic VR software seems to mitigate the presence of VRISE substantially. However, a brief tool does not currently exist to appraise and report both the quality of software features and VRISE intensity quantitatively. The VRNQ was developed to assess the quality of VR software in terms of user experience, game mechanics, in-game assistance, and VRISE. Forty participants aged between 28 and 43 years were recruited (18 gamers and 22 non-gamers) for…

FOS: Computer and information sciencesJ.4Computer Science - Human-Computer InteractionB.8neuropsychologyneuroscienceComputer Science - Computers and Society[SCCO]Cognitive scienceBehavioral Neuroscience0302 clinical medicineSoftwareUser experience designB.8; C.4; D.0; J.4Original Research05 social sciencesVirtual RealityNeuropsychologyVR sicknessMultimedia (cs.MM)Psychiatry and Mental healthNeuropsychology and Physiological Psychologymotion sicknessNeurology[SCCO.PSYC]Cognitive science/Psychologycybersicknessvirtual realityPsychologyC.4psychologyVirtual realityCognitive neuroscience050105 experimental psychologylcsh:RC321-571Human-Computer Interaction (cs.HC)03 medical and health sciencesComputers and Society (cs.CY)Immersion (virtual reality)0501 psychology and cognitive sciences[INFO.INFO-HC]Computer Science [cs]/Human-Computer Interaction [cs.HC]lcsh:Neurosciences. Biological psychiatry. NeuropsychiatryBiological PsychiatryGame mechanicsbusiness.industry[SCCO.NEUR]Cognitive science/NeuroscienceVRISEConstruct validityD.0businessNeuroscienceComputer Science - Multimedia030217 neurology & neurosurgeryFrontiers in Human Neuroscience
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Pseudo-haptic Controls for Mid-air Finger-based Menu Interaction

2019

Virtual Reality (VR) is more accessible than ever these days. While topics like performance, motion sickness and presence are well investigated, basic topics as VR User Interfaces (UIs) for menu control are lagging far behind. A major issue is the absence of haptic feedback and naturalness, especially when considering mid-air finger-based interaction in VR, when "grabbable" controllers are not available. In this work, we present and compare the following two visual approaches to mid-air finger-based menu control in VR environments: a planar UI similar to common 2D desktop UIs, and a pseudo-haptic UI based on physical metaphors. The results show that the pseudo-haptic UI performs better in t…

InformationSystems_INFORMATIONINTERFACESANDPRESENTATION(e.g.HCI)Computer science02 engineering and technologyVirtual realityInformationSystems_MODELSANDPRINCIPLESUser experience designHuman–computer interaction0202 electrical engineering electronic engineering information engineeringImmersion (virtual reality)medicine0501 psychology and cognitive sciences050107 human factorsHaptic technologySettore ING-INF/05 - Sistemi Di Elaborazione Delle InformazioniSettore INF/01 - Informaticabusiness.industry05 social sciencesVirtual RealityMenu Interface020207 software engineeringmedicine.diseaseUser ExperienceMotion sicknessFinger-based InteractionSystem Control.User interfacebusiness
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Trains with a view to sickness

2001

This study was supported by Region Rhone-Alpes (contract ARASSH n°L099552501) and CEC Improving Human Potential: Access to Research Infrastructures HPRI-1999-CT-00025.

MaleMESH : MotionMESH: GravitationMESH: Motion SicknessMESH : GravitationMESH : Railroads0302 clinical medicineMESH : FemaleMESH: RailroadsComputingMilieux_MISCELLANEOUSMESH: Middle AgedAgricultural and Biological Sciences(all)05 social sciencesMESH : AdultMiddle AgedMESH : Motion SicknessEuropeVisual Perception[SDV.NEU]Life Sciences [q-bio]/Neurons and Cognition [q-bio.NC]TrainFemaleGeneral Agricultural and Biological SciencesMESH : Visual PerceptionGravitationAdultMotion SicknessMESH: MotionMESH : MaleMESH : EuropeBiology050105 experimental psychologyGeneral Biochemistry Genetics and Molecular BiologyTransport engineering03 medical and health sciencesMotionHumans0501 psychology and cognitive sciencesMESH : Middle Aged[SDV.NEU] Life Sciences [q-bio]/Neurons and Cognition [q-bio.NC]RailroadsMESH: HumansMESH: Visual PerceptionBiochemistry Genetics and Molecular Biology(all)MESH : HumansMESH: AdultMESH: Male[ SDV.NEU ] Life Sciences [q-bio]/Neurons and Cognition [q-bio.NC]MESH: EuropeMESH: Female030217 neurology & neurosurgeryCurrent Biology
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European vestibular experiments on the Spacelab-1 mission: 4. Thresholds of perception of whole-body linear oscillation.

1986

Thresholds for the detection of linear oscillatory motion at 0.3 Hz in the X, Y and Z body axes were determined during the flight of Spacelab-1 and on the ground pre- and post-flight, using the method of limits with a single staircase procedure. Pre-flight, Z axis thresholds (mean 0.077 ms-2) were significantly higher than X and Y thresholds (mean 0.029 ms-2). Measures obtained on three crew members in-flight exhibited thresholds greater, by a factor of 1.5-4.3, than those obtained pre-flight. Post-flight, two crew members had significantly elevated X and Y axis thresholds whereas the other two crew members had lowered thresholds in X, Y and Z axes. In general, thresholds had returned to pr…

PhysicsVestibular systemOscillationWeightlessnessbusiness.industryMotion SicknessWeightlessnessGeneral NeuroscienceMathematical analysisAccelerationCrewAdaptation (eye)Space FlightAdaptation PhysiologicalOtolithic MembraneOpticsSensory thresholdSensory ThresholdsPsychophysicsPsychophysicsHumansVestibule LabyrinthWhole bodybusinessKinesthesisExperimental brain research
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Vestibular adaptation to centrifugation does not transfer across planes of head rotation

2008

Out-of-plane head movements performed during fast rotation produce non-compensatory nystagmus, sensations of illusory motion, and often motion sickness. Adaptation to this cross-coupled Coriolis stimulus has previously been demonstrated for head turns made in the yaw (transverse) plane of motion, during supine head-on-axis rotation. An open question, however, is if adaptation to head movements in one plane of motion transfers to head movements performed in a new, unpracticed plane of motion. Evidence of transfer would imply the brain builds up a generalized model of the vestibular sensory-motor system, instead of learning a variety of individual input/output relations separately. To investi…

PhysicsVestibular systemmedicine.medical_specialtySupine positionGeneral NeuroscienceAcousticsNystagmusAudiologymedicine.diseaseSensory SystemsSagittal planeTransverse planeIllusory motionmedicine.anatomical_structureMotion sicknessOtorhinolaryngologymedicineReflexNeurology (clinical)medicine.symptomJournal of Vestibular Research
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Sensorimotor aspects of high-speed artificial gravity: I. Sensory conflict in vestibular adaptation

2003

Short-radius centrifugation offers a promising and affordable countermeasure to the adverse effects of prolonged weightlessness. However, head movements made in a fast rotating environment elicit Coriolis effects, which seriously compromise sensory and motor processes. We found that participants can adapt to these Coriolis effects when exposed intermittently to high rotation rates and, at the same time, can maintain their perceptual-motor coordination in stationary environments. In this paper, we explore the role of inter-sensory conflict in this adaptation process. Different measures (vertical nystagmus, illusory body tilt, motion sickness) react differently to visual-vestibular conflict a…

Vestibular systemGeneral Neurosciencemedia_common.quotation_subjectIllusionEye movementSensory systemAdaptation (eye)medicine.diseaseSensory SystemsMotion sicknessOtorhinolaryngologyArtificial gravitymedicineVertical nystagmusNeurology (clinical)PsychologySimulationmedia_commonCognitive psychologyJournal of Vestibular Research
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Intra-visual conflict in visually induced motion sickness

2011

Abstract Motion sickness (MS) can be a debilitating side-effect not just of sea travel, but also when immersed in video games or virtual environments (visually induced MS). To explore the impact of visual display parameters on motion sickness, we presented footage taken on an automobile race track to different groups of observers during three experiments. In Experiment 1, one group watched the movie wearing a head-mounted display (HMD) and a second group looked at a large projection screen with unrestricted view. Resolution and visual angle were equated. In contrast to common assumption, the projection screen produced significantly higher motion sickness scores than the HMD. To understand t…

Vestibular systemProjection screenbusiness.industrymedia_common.quotation_subjectOptical head-mounted displayField of viewmedicine.diseaseRace trackHuman-Computer InteractionMotion sicknessHardware and ArchitecturemedicineContrast (vision)Computer visionArtificial intelligenceElectrical and Electronic EngineeringVisual anglebusinessPsychologymedia_commonDisplays
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General remarks on the role of the vestibular system in weightlessness

1987

Different methods are described to experimentally achieve weightlessness. Since the function of the otolith system depends on the presence of contact forces opposing gravity, it is disabled in weightlessness and may send misleading positional information to the brain. Without the contributions of the otolith system it is difficult in space to distinguish self-motion from object motion. Furthermore, the disintegration of information from the neck position receptors from those of the otolith system can lead to additional illusory positional sensations. Since the function of the semicircular canal system in previous space flights was found to be essentially undisturbed, the vestibular experime…

Vestibular systemmedicine.medical_specialtyProprioceptionSemicircular canalMotion SicknessWeightlessnessWeightlessnessbusiness.industryEye movementCaloric theoryGeneral MedicineNystagmusSpace FlightAudiologymedicine.anatomical_structureNystagmus PhysiologicOtorhinolaryngologymedicineHumansComputer visionVestibule LabyrinthArtificial intelligencemedicine.symptombusinessOtolithArchives of Oto-Rhino-Laryngology
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