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  • 한국과학기술정보연구원(KISTI) 서울분원 대회의실(별관 3층)
  • 2024년 07월 03일(수) 13:30
 

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사이버멀미의 유발원인과 감소방법

The Cause and Solution of Cybersickness in 3D Virtual Environments

한국심리학회지: 인지 및 생물 / The Korean Journal of Cognitive and Biological Psychology, (P)1226-9654; (E)2733-466X
2011, v.23 no.2, pp.287-299
https://doi.org/10.22172/cogbio.2011.23.2.007
한경훈 (고려대학교)
김현택 (고려대학교)
  • 다운로드 수
  • 조회수

초록

현실과 유사한 환경을 구현할 수 있다는 장점으로 산업, 의료, 및 파일럿의 비행훈련 등에 전문분야에서 주로 사용되었던 3D 가상환경은 3D 영상 미디어의 기술 발달과 함께 3D TV와 3D 영화 등으로 생활 엔터테인먼트로 자리 잡고 있다. 그러나 3D 가상환경을 경험한 상당수의 사용자가 사이버멀미를 경험하는데, 이는 3D 가상환경 기술 산업이 해결해야할 주요한 문제이다. 사이버멀미의 증상은 현기증, 어지러움, 두통, 구토감 등으로 기존의 멀미와 그 증상은 유사하나, 가상환경에서 유발되는 멀미의 원인은 일반적인 멀미 유발과는 다르다. 연구자들은 사이버멀미를 감소시키는 여러 가지 방법들을 제시하고 있으나 사이버멀미를 완전히 해결할 수 있는 방법은 현재까지 개발되지 않았다. 현 논문에서는 가상환경 경험 시 사이버멀미가 발생하는 원인을 설명하기 위해 제안된 멀미 관련 이론인 감각갈등이론과 자세불안정이론을 소개하고, 기존의 연구들에서 제시된 대표적인 사이버멀미 경감 방법인 시야각 축소, 모션플랫폼과 정지좌표계 사용에 대해 논의하고자 한다.

keywords
사이버멀미, 가상환경, 감각갈등, 정지좌표계, Cybersickness, Virtual Environment, Sensory conflict, Rest frame

Abstract

Virtual environments have been used in practice for industry, medicine, and education. Their best known utilizations are flight-training for pilots and driving simulation for various purposes such as research on assistive systems because the main advantage of virtual environments is that they construct a close to reality. Nowadays, we can easily experience the virtual environment in our living room with 3D TV and in neighborhood theater with real 3D movie. However, there are several reports about people who have claimed some symptoms of motion sickness during exposure to a virtual environment. This kind of motion sickness is called ‘cybersickness’. The general symptoms of cybersickness such as vertigo, headache, and nausea are quite similar to the ones of motion sickness. In contrast to motion sickness the user is stationary but the moving visual imagery induces the sensation of self-motion in virtual environment. Several studies suggested methods for reducing cybersickness, but due to diverse factors in exposure to virtual environments there is no key method for eliminating cybersickness so far. In this report we discuss the reasons for cybersickness induced by exposure to 3D virtual environments depicting sensory conflict theory and postural instability theory for cybersickness. Possible methods such as reducing field of view and using motion platform and rest frame, which have been suggested from previous studies for reducing this kind of sickness in exposure to 3D virtual environments are discussed.

keywords
사이버멀미, 가상환경, 감각갈등, 정지좌표계, Cybersickness, Virtual Environment, Sensory conflict, Rest frame

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한국심리학회지: 인지 및 생물