Search results for "sickness"
showing 10 items of 115 documents
Stress Assessment of Vestibular Endurance Training for Civil Aviation Flight Students Based on EEG
2021
AbstractObjectiveThe main goal of our study is to clarify the EEG characteristics of the stress response caused by vestibular endurance training under the real conditions.MethodsTen pilot trainees received a series of acute anti-vertigo training stimulations on the rotary ladder while recording electroencephalographic data (64 electrodes). Afterwards, the subject’s anti-vertigo ability was tested for the best performance after 1 month of training, and verifying whether it is relating to the EEG signals we collected before.Results(1) The absolute power ofαwaves in the C3 and C4 regions is same as the difference between 1 min before and 2 min after stimulation, and their activity is enhanced …
Visually Induced Motion Sickness on the Horizon
2020
Visually induced motion sickness is an unpleasant but common side-effect of many simulations and VR-applications. We investigated whether an earth-fixed reference frame provided in the simulation is able to reduce motion sickness. To do so, we created a moving starfield that did not contain any indicators of the spatial orientation of the observer. As the observer was simulated to move through the randomly oscillating starfield, a time-to-contact task had to be carried out. Two colored stars on collision course with each other had to be spotted, then they disappeared and the time of their collision had to be judged. Eye-movements, task performance, and motion sickness were recorded. This co…
2020
Visually induced motion sickness is an unpleasant but common side-effect of many simulations and VR-applications. We investigated whether an earth-fixed reference frame provided in the simulation is able to reduce motion sickness. To do so, we created a moving starfield that did not contain any indicators of the spatial orientation of the observer. The observer wore a head-mounted display (HTC Vive) and was simulated to move through the randomly oscillating starfield, a time-to-contact task had to be carried out. Two colored stars on collision course with each other had to be spotted, then they disappeared and the time of their collision had to be judged. Eye-movements, task performance, an…
MOTION SICKNESS IN CHILDHOOD MIGRAINE
2017
Background: Migraine is a chronic, progressive, and debilitating disorder that has an impact on the lives of millions of individuals. The origins of the disability can be traced into childhood and adolescence for most adult migraine sufferers. The group of periodic syndromes consists in symptoms related to migraine, thought to be migraine equivalent or precursors. Aim of this study is to assess the role of MS as risk factors for childhood migraine. Materials and methods: 441 subjects (211 Females) aged 6-13 years (mean 9.20; SD 2.42), consecutively referred between October 2007 to March 2009 for primary headaches to pediatric Centers for Headache in Childhood. Control group consisted of 365…
Ochrona socjalna sędziów sądów powszechnych
2018
The effects of short-term sojourn experiences on adolescents : five narratives of adolescent Finnish students in a comenius project: EU & I
2012
Tutkimuksessani tarkastelen lyhytaikaisen ulkomailla oleskelun vaikutuksia viiteen suomalaiseen alakouluikäiseen oppilaaseen. Oppilaiden kokemukset karttuivat Comenius projektissa EU ja minä. Kaikki viisi haastateltua lasta olivat oppilaina samassa Pohjois-Pohjanmaalla sijaitsevassa koulussa, ja osallistuivat samoille kolmeen eri EU-maahan suuntautuneille opintomatkoille. Kaikki oppilaat matkustivat oppilasparin kanssa, ja kokivat samantyyppisiä tapahtumia. Neljä viidestä tutkimukseen osallistuneesta oppilaasta isännöi perheessään ulkomaalaista oppilasta, ja tutkin myös heidän mahdollisia positiivisia kokemuksiaan isännöinnistä. Tutkimukseni lähdekirjallisuutena ja vertailuaineistona käytän…
The role of ethical organizational culture in preventing sickness absence and turnover in organizations
2016
This research examined the role of ethical organizational culture in preventing sickness absence and turnover in organizations, and also validated the Corporate Ethical Virtues (CEV) model used to study ethical organizational culture. More specifically, the research had four aims: 1) to test the factorial validity and group invariance of the 58-item CEV scale, 2) to examine the associations between ethical organizational culture and sickness absence at the individual and work unit levels, 3) to study the role of ethical organizational culture as an antecedent of managerial turnover, and 4) to examine the reasons managers gave for their turnover, and the associations between ethical culture …
Visually induced motion sickness and presence in videogames: The role of sound
2012
Visually induced motion sickness (VIMS) is a well-known phenomenon in virtual environments, simulators, and videogames. We conducted an experiment to analyze the role of sound on the severity of VIMS and the feeling of presence in videogames. Thirty-two subjects first watched a pre-recorded sequence of the game “Mirrors Edge” and then played the game actively. Game-play sound was activated for half of the participants. VIMS was measured via the Simulator Sickness Questionnaire and the Fast Motion Sickness Scale, presence was captured using the Presence Questionnaire. Results showed severe VIMS in all participants during the passive video session, whereas active-play revealed only moderate …
Evaluating the Authenticity of Virtual Environments: Comparison of Three Devices
2016
Immersive virtual environments (VEs) have the potential to provide novel cost effective ways for evaluating not only new environments and usability scenarios, but also potential user experiences. To achieve this, VEs must be adequately realistic. The level of perceived authenticity can be ascertained by measuring the levels of immersion people experience in their VE interactions. In this paper the degree of authenticity is measured via anauthenticity indexin relation to three different immersive virtual environment devices. These devices include (1) a headband, (2) 3D glasses, and (3) a head-mounted display (HMD). A quick scale for measuring immersion, feeling of control, and simulator sick…
Assisting immersive virtual reality development with user experience design approach
2017
In our study we explored how to design a biography of a late Finnish artist as a VR experience. We conducted a development process assisted by user experience (UX) design methods, which increased the process efficiency, and resulted in a research prototype. Through previous research and our development process, we identified components affecting the user experience. These components are: Immersion, Presence, Disorientation, Sense of Control, Pleasantness, Exploration and Simulator Sickness. From our user study with 13 participants, we were able to draw implications that relate to these components. While the set of components could be incomplete or subject to change, shows that further resea…