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The Cause and Solution of Cybersickness in 3D Virtual Environments

The Korean Journal of Cognitive and Biological Psychology / 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


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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The Korean Journal of Cognitive and Biological Psychology