Search results for "simulator sickness"
showing 10 items of 12 documents
The behavioral validity of dual-task driving performance in fixed and moving base driving simulators
2016
Abstract Next generation automotive hardware and user interfaces are increasingly pre-tested in driving simulators. What are the potential limitations of such simulations? We determined the relative and absolute validity of five different driving simulators at the Daimler AG by evaluating five functions of an in-vehicle system based on the guideline of the Alliance of Automobile Manufacturers (2006). The simulations were compared to on-road driving. We hypothesized that not only simulator characteristics, but also user characteristics, such as simulator sickness, gender, or age, influence behavioral validity. Even though relating simulator characteristics and user characteristics to driving…
Further development of a commercial driving simulation for research in occupational medicine
2012
Objectives: The purpose of this study was to refine a commercial car driving simulation for occupational research. As the effects of ethanol on driving behavior are well established, we choose alcohol as a test compound to investigate the performance of subjects during simulation. Materials and Methods: We programmed a night driving scenario consisting of monotonous highway and a rural road on a Foerst F10-P driving simulator. Twenty healthy men, 19-30 years, participated in a pilot study. Subjects were screened for simulator sickness, followed by training on the simulator one hour in total. Experiments were performed in the morning on a separate day. Participants were randomized into eithe…
Pleasant music as a countermeasure against visually induced motion sickness.
2013
Visually induced motion sickness (VIMS) is a well-known side-effect in virtual environments or simulators. However, effective behavioral countermeasures against VIMS are still sparse. In this study, we tested whether music can reduce the severity of VIMS. Ninety-three volunteers were immersed in an approximately 14-minute-long video taken during a bicycle ride. Participants were randomly assigned to one of four experimental groups, either including relaxing music, neutral music, stressful music, or no music. Sickness scores were collected using the Fast Motion Sickness Scale and the Simulator Sickness Questionnaire. Results showed an overall trend for relaxing music to reduce the severity o…
Axis Rotation and Visually Induced Motion Sickness: The Role of Combined Roll, Pitch, and Yaw Motion
2011
A well-known phenomenon in aviation and in virtual environments such as simulators or computer games is motion sickness (MS). The amount of sensory conflict is thought to be responsible for the severity of MS, which should increase with the complexity of the simulated motion. The focus of the present study is on the direction and complexity of simulated body rotations in the genesis and severity of visually induced MS. The methods utilized for this study are as follows: Three simulated rollercoaster rides including translational movement in the fore-aft axis and additional rotational motion either in pitch only, along the pitch and roll axes, or in pitch, roll, and yaw were generated. The a…
Effects of Visually Induced Motion Sickness on Emergency Braking Reaction Times in a Driving Simulator
2019
Objective: The study explores associations of visually induced motion sickness (VIMS) with emergency braking reaction times (RTs) in driving simulator studies. It examines the effects over the progression of multiple simulated drives. Background: Driving simulator usage has many advantages for RT studies; however, if it induces VIMS, the observed driving behavior might deviate from real-world driving, potentially masking or skewing results. Possible effects of VIMS on RT have long been entertained, but the progression of VIMS across simulated drives has so far not been sufficiently considered. Method: Twenty-eight adults completed six drives on 2 days in a fixed-base driving simulator. At f…
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…
Study of control command of dynamic platform for driving simulation and influence on simulator sickness
2013
Simulation has been intensively involved nowadays in research and development for automotive industry. Driving simulators are one of those simulation techniques which are used to evaluate the prototypes for the vehicle dynamics and driving assistance systems. However with the driving simulator, there is a lock associated with its use. Because representing a permanent scenario as scale 1 is quite difficult. Because of that difficulty, motion/simulator sickness is an inevitably important topic to study.This thesis proposes to explore methods and tools to implement in static or dynamic simulators. In this implementation, studies of simulator sickness are conducted with objective measures (via …
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…