Dissertations / Theses on the topic 'Simulator sickness. Virtual reality'
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Ramsey, Amanda Doreen. "Virtual Reality induced symptoms and effects : a psychophysiological perspective." Thesis, University of Nottingham, 1999. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.287329.
Full textChen, Wei. "Effects of navigation velocities in fore-and-aft, lateral, yaw axes on cybersickness caused by exposure to a virtual environment /." View abstract or full-text, 2006. http://library.ust.hk/cgi/db/thesis.pl?IELM%202006%20CHEN.
Full textNichols, Sarah. "Virtual Reality Induced Symptoms and Effects (VRISE) : methodological and the theoretical issues." Thesis, University of Nottingham, 1999. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.287192.
Full textPenhallegon, William James. "Effects of display type, age, and gender on driving performance and simulator-induced sickness in a medium-fidelity driving simulator." Thesis, Virginia Tech, 2003. http://hdl.handle.net/10919/43717.
Full textThis study set out to recommend a particular display type that would be appropriate for use with particular age/gender groups in a general-purpose driving simulator. Unfortunately, practice effects affected the simulator-induced sickness and driving performance results for display type, which precludes making recommendations regarding the appropriate use of each display. Despite this, several important discoveries were made, including: 1) older participants did experience significantly increased simulator-induced sickness discomfort than the younger participants - regardless of display type; and 2) there was no significant difference found between genders in either simulator-induced sickness or driving performance; although females generally expressed a subjective preference for the direct-view display.
Display type was not found to affect the degree of ataxia experienced by participants; however, this study did find that although older participants exhibited significantly higher rates of simulator-induced sickness discomfort than the younger participants, they recovered their postural equilibrium significantly faster. This indicates that the older participants had greater difficulty adapting to the simulation environment than younger persons. It also suggests that younger persons are at greater risk during immediate post-simulation activities such as driving. Although it is likely that this effect would disappear over time, it has implications for agencies such as the Department of Motor Vehicles or drivers education schools that are considering the use of a driving simulator device before an on-road skills test.
Master of Science
Draper, Mark. "The adaptive effects of virtual interfaces : the vestibulo-ocular reflex and simulator sickness /." Thesis, Connect to this title online; UW restricted, 1998. http://hdl.handle.net/1773/7069.
Full textDrexler, Julie. "IDENTIFICATION OF SYSTEM DESIGN FEATURES THAT AFFECT SICKNESS IN VIRTUAL ENVIRONMENTS." Doctoral diss., University of Central Florida, 2006. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/3239.
Full textPh.D.
Department of Industrial Engineering and Management Systems
Engineering and Computer Science
Industrial Engineering and Management Systems
Duh, Been-Lirn. "Use of an independent visual background to alleviate simulator sickness in the virtual environments that employ wide-field displays /." Thesis, Connect to this title online; UW restricted, 2001. http://hdl.handle.net/1773/10681.
Full textOtten, Edward W. "The Influence of Stimulus Complexity and Perception-action Coupling on Postural Sway." Miami University / OhioLINK, 2008. http://rave.ohiolink.edu/etdc/view?acc_num=miami1218562177.
Full textLe-Ngoc, Luan. "Augmenting low-fidelity flight simulation training devices via amplified head rotations." Thesis, Loughborough University, 2013. https://dspace.lboro.ac.uk/2134/14441.
Full textTu, Fu Keung. "Smooth locomotion in VR : Comparing head orientation and controller orientation locomotion." Thesis, Blekinge Tekniska Högskola, Institutionen för datavetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-20239.
Full textKolasinski, Eugenia M. "Prediction of simulator sickness in a virtual environment." Doctoral diss., University of Central Florida, 1996. http://digital.library.ucf.edu/cdm/ref/collection/RTD/id/19166.
Full textSickness induced by Virtual Reality (VR) devices poses a genuine threat to the viability of this new technology and its potential products. If the occurrence or severity of sickness could be successfully predicted based on characteristics of an individual, at-risk users could be identified, properly warned, and, perhaps, trained in some way to reduce their risk. A Personal Computer-based VR system was used to address the prediction of simulator sickness. Phase I investigated four characteristics of an individual - age, gender, mental rotation ability, and pre-exposure postural stability - which were hypothesized to be predictive of sickness. Sickness measured as a function of the Total Severity score from the Simulator Sickness Questionnaire (SSQ) was successfully modeled on these characteristics using linear regression techniques, leading to three major findings. First, sickness - as measured by the SSQ - did, in fact, occur in association with exposure to VR. for 35% of the participants, this sickness involved lingering effects and/or possible delayed after-effects. Second, sickness was successfully modeled on characteristics of the individual. The developed model indicated a complicated relationship between predicted sickness and gender, age, mental rotation ability, and pre-exposure postural stability. Third, based on the model developed, sickness is not predicted to differ for gender directly but, rather, gender interacts with mental rotation ability in its effects on sickness. Phase II investigated the occurrence of ataxic decrements in postural stability. No such decrements were found to be associated with the 20-minute exposure. Thus, ataxic decrements do not appear to be associated with short exposures to low-end VR. This finding, however, may be limited to VR tasks of the type used in this study. Practical implications and areas for future research are discussed.
Ph.D.;
Psychology;
Arts and Sciences;
143 p.
xi, 143 leaves, bound : ill. ; 28 cm.
Flanagan, Moira. "Sex and Virtual Reality: Posture and Motion Sickness." ScholarWorks@UNO, 2005. http://scholarworks.uno.edu/td/302.
Full textSherman, Vadim. "Validation of a virtual reality surgical simulator." Thesis, McGill University, 2006. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=101795.
Full textJain, Dhruv S. M. Massachusetts Institute of Technology. "Immersive scuba diving simulator using virtual reality." Thesis, Massachusetts Institute of Technology, 2016. http://hdl.handle.net/1721.1/106054.
Full textCataloged from PDF version of thesis.
Includes bibliographical references (pages 75-79).
We present Amphibian, a simulator to experience scuba diving virtually in a terrestrial setting. Amphibian is novel because it simulates a wider variety of sensations experienced underwater compared with to existing diving simulators that mostly focus on visual and aural displays. Users rest their torso on a motion platform to feel buoyancy. Their outstretched arms and legs are placed in a suspended harness to simulate drag as they swim. An Oculus Rift head-mounted display (HMD) and a pair of headphones delineate the visual and auditory ocean scene. Additional senses simulated in Amphibian are breathing-induced motion, temperature changes, and tactile feedback through various sensors. Twelve experienced divers compared Amphibian to real-life scuba diving. We analyzed the system factors that influenced the users' sense of being there while using our simulator. We present future user interface improvements for enhancing immersion in Virtual reality diving simulators.
by Dhruv Jain.
S.M.
Kuroda, Yoshihiro. "A study on virtual reality based palpation simulator." 京都大学 (Kyoto University), 2005. http://hdl.handle.net/2433/144808.
Full textWalker, Alexander D. "The role of head movements in simulator sickness generated by a virtual environment." Connect to this title online, 2008. http://etd.lib.clemson.edu/documents/1211387072/.
Full textQi, Jiakang. "The Effect of Frequency on Visually Induced Motion Sickness (VIMS) through Virtual Reality (VR) Stimulus." University of Cincinnati / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1504803460291897.
Full textYuen, Sze Luk. "Effects of scene complexity in virtual environments on the levels of cybersickness /." View Abstract or Full-Text, 2002. http://library.ust.hk/cgi/db/thesis.pl?IEEM%202002%20YUEN.
Full textIncludes bibliographical references (leaves 82-89). Also available in electronic version. Access restricted to campus users.
Strom, Mark W. "The Forward Observer Personal Computer Simulator (FOPCSim) 2." Thesis, Monterey, California. Naval Postgraduate School, 2005. http://hdl.handle.net/10945/1970.
Full textZhao, Jidong. "A virtual reality simulator for the UBC powered upper limb orthosis." Thesis, University of British Columbia, 2011. http://hdl.handle.net/2429/36965.
Full textDe, Novi Gianluca <1975>. "Soft tissue modeling for virtual reality surgery simulator with haptic feedback." Doctoral thesis, Alma Mater Studiorum - Università di Bologna, 2011. http://amsdottorato.unibo.it/3702/.
Full textProthero, Jerrold D. "The role of rest frames in vection, presence, and motion sickness /." Thesis, Connect to this title online; UW restricted, 1998. http://hdl.handle.net/1773/7057.
Full textDrazdauskas, Laurynas. "Virtual Reality as a Phenomenon of Art." Thesis, Linköping University, Department of Philosophy, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-7645.
Full textIn this essay results are developed on two different levels. First, it is shown in demonstration that a phenomenological analysis on the lines of Roman’s Ingarden’s study of works in literature can be applied to Virtual Reality works, such as professional-simulators and video-games. In particular it can then be pointed out that: i) sound is separable from the scene, but using sound VR becomes enriched; ii) the main role in literature is left for the imagination, while in VR we find richness in concretization.
Second, it is argued in discussion that works in VR can be qualified as works of art. These electronic works may have all the aesthetical qualities (based on the phenomenology of Roman Ingarden) of the works of art in the traditional sense. So, that paper has two objectives: an analysis of VR and the search for the status of VR in art.
Palmqvist, Tor. "Night Vision in an Unreal Engine 4-Based Virtual Reality Flight Simulator." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-166650.
Full textPowell, Jaemin. "Hardware design for an electro-mechanical bicycle simulator in an immersive virtual reality environment." Thesis, University of Iowa, 2017. https://ir.uiowa.edu/etd/5981.
Full textFrösslund, Lukas, and Johannes Karlsson. "Rörelsehastighetens påverkan på Virtual Reality Sickness i en mobilapplikation som simulerar en berg- och dalbana." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-244760.
Full textI takt med att Virtual Reality växer sig större som en kommersiell produkt för privat bruk så träder Virtual Reality Sickness fram som ett allt mer utbrett problem. Vetskapen om denna typ av åksjuka har funnits länge och det råder ingen brist på forskning i ämnet, men i många fall är den byggd på teknik som är fundamentalt annorlunda än dagens. Denna studie ämnade att undersöka rörelsehastighetens påverkan på Virtual Reality Sickness genom tester utförda i en simulering av en berg- och dalbana optimerad för användning med Samsung Gear VR. En kvantitativ undersökning utfördes där 21 deltagare fick testa simuleringen i tre olika hastigheter under tre separata dagar i vilken nivån av åksjuka uppskattades med hjälp av standardiserade formulär under samtliga testtillfällen. Resultaten tyder på en skillnad mellan de olika hastigheternas förmåga att framkalla Virtual Reality Sickness, dock var inte underlagen tillräckliga för att bevisa att detta inte berodde på slumpen. Analys tyder däremot på att det finns en positiv korrelation mellan Virtual Reality Sickness och presence, känslan av att befinna sig i en viss miljö fast att man fysiskt är någon annanstans.
Lu, Dongsheng. "Virtual Reality sickness during immersion: An investigation ofpotential obstacles towards general accessibility of VR technology." Thesis, Uppsala universitet, Institutionen för informatik och media, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-327184.
Full textCosimato, Pasquale. "A COMPARISON OF VISUALISATION TECHNIQUES FOR A BICYCLE SIMULATOR." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-10715.
Full textChi, Ying. "Segmentation and deformable modelling techniques for a virtual reality surgical simulator in hepatic oncology." Thesis, Imperial College London, 2008. http://hdl.handle.net/10044/1/4350.
Full textGrychtol, Bartlomiej. "A virtual reality electric oowered wheelchair simulator : a research platform for brain computer interface experimentation." Thesis, University of Strathclyde, 2011. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.549419.
Full textKostrova, Marina, and Victoria Yuri-Andersson. "Designing with Sound to Reduce Motion Sickness in VR." Thesis, Uppsala universitet, Institutionen för speldesign, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-414404.
Full textRörelsesjuka har utgjort ett allvarligt hinder för utveckling av virtual reality-teknologi (VR) från dess tidigaste utvecklingsfas. Forskning har visat att ljud kan användas för reducering av rörelsesjuka i VR. Det har också påvisats att binauralt ambisoniskt ljud kan förstärka spelarens känsla av immersion och spatial närvaro, som har en negativ korrelation med rörelsesjuka. Denna studies syfte är att avgöra om användning av spatialt binauralt ambisoniskt ljud i VR-miljö kan reducera användarens rörelsesjuka, genom att förstärka känslan av närvaro, till skillnad från miljöer där rådande stereoteknologi används. Hypotesen testades genom att två versioner av samma VR-miljö skapades: ett med binauralt ambisonisk ljud och ett med vedertaget stereoljud. Insamlad data genom ett frågeformulär inkluderade även frågor rörande rörelsesjuka och tidigare erfarenhet av VR. Resultatet indikerar att binauralt ambisoniskt ljud reducerar rörelsesjuka, till skillnad från stereoljud, trots att testpersonerna inte visade på en tydlig preferens för den ena eller den andra ljudtypen.
Lundgren, Kristoffer. "VR Museum Experience." Thesis, Luleå tekniska universitet, Institutionen för system- och rymdteknik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-80669.
Full textMuseum Anna Nordlander är en del av Skellefteå Museum och är inriktat på konstnären Anna Nordlander. Målet med projektet var att utveckla en VR upplevelse centrerad kring Anna Nordlander och en av hennes konstverk. Innehållet i upplevelsen spelades in och skickades till utvecklarna från Museum Anna Nordlander. Syftet var att skapa ett spelbart demo med funktioner som ljuduppspelning, interagerbara objekt, och en modulärt tillvägagångssätt vilket skule tillåta framtida tillskott till projektet. Denna artikel använder sig också av användartester för att undersöka hur några av designvalen påverkar användarupplevelsen. Specifikt sett hur våra val påverkar användarna fysikt, hur prevalent vanliga VR-symptom är i produkten. För att samla in den nödvändiga datan gjordes tester med både Oculus GO och Oculus Quest. Användartesterna visade att room-scale tracking är en viktig function för att minska obehag och illamående bland användarna, och att rörelse genom teleportering inte är en bra lösning för Oculus GO. Resultatet är ett spelbart demo som innehåller allt innehåll som utvecklarna fick samt alla funktioner som efterfrågades. Projektet är också tänkt att vara modulärt och lätt att fortsätta arbeta på i framtiden.
Sanderson, Elizabeth Anne. "Evaluating the Use Of A Virtual Reality Patient Simulator an An Educational Tool In An Audiological Setting." Thesis, University of Canterbury. Communication Disorders, 2013. http://hdl.handle.net/10092/10368.
Full textFowler, Matthew R. "Testing and Evaluation of a Novel Virtual Reality Integrated Adaptive Driving System." Scholar Commons, 2010. https://scholarcommons.usf.edu/etd/1634.
Full textTudor, Sarah Marie. "The Development of an Adaptive Driving Simulator." Scholar Commons, 2015. https://scholarcommons.usf.edu/etd/5597.
Full textTSUCHIDA, Nuio, Shigeru OKUMA, Tatsuya SUZUKI, Soichiro HAYAKAWA, Yoshimichi MATSUI, and Jong-Hae KIM. "Acquisition and Modeling of Driving Skills by Using Three Dimensional Driving Simulator." Institute of Electronics, Information and Communication Engineers, 2005. http://hdl.handle.net/2237/14989.
Full textToledo-Ramirez, Rommel. "Design of an object oriented and modular architecture for a naval tactical simulator using Delta3D's game manager." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2006. http://library.nps.navy.mil/uhtbin/hyperion/06Sep%5FToledo%5FRamirez.pdf.
Full textThesis Advisor(s): Perry L. McDowell, Rudolph P. Darken. "September 2006." Includes bibliographical references (p. 59-60). Also available in print.
Jarvio, Andre, Thantida Wolf, and Martin Hardin. "Barriers of Virtual Reality Products : A study of launching a walking simulator into the US B2B market." Thesis, Linnéuniversitetet, Institutionen för marknadsföring (MF), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-76319.
Full textPark, Borinara. "Development of a Virtual Reality Excavator Simulator: a Mathematical Model of Excavator Digging and a Calculation Methodology." Diss., Virginia Tech, 2002. http://hdl.handle.net/10919/29801.
Full textPh. D.
Källström, Reidar. "Construction, Validation and Application of a Virtual Reality Simulator for the Training of Transurethral Resection of the Prostate." Doctoral thesis, Linköpings universitet, Kirurgi, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-54466.
Full textNg, Toi Ying. "Sense-of-presence in virtual and real environments showing similar content : questionnaire development and relationships among sense-of-presence, performance, and cybersickness /." View Abstract or Full-Text, 2002. http://library.ust.hk/cgi/db/thesis.pl?IEEM%202002%20NG.
Full textIncludes bibliographical references (leaves 139-146). Also available in electronic version. Access restricted to campus users.
Eliasson, Carl, and Alexander Hedberg. "VR-flygsimulatorer, för ökad upplevelse och som läroverktyg i flygutbildningar." Thesis, Mälardalens högskola, Akademin för innovation, design och teknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-35667.
Full textVirtual reality (VR) is a rising phenomenon that has skyrocket in popularity the past year. VR is often referred to as a computer generated virtual environment the user gets immersed in. The VR environment is experienced through different types of sensory stimuli.The purpose of this thesis is to examine how realistic a commercially available VR flight simulator is being perceived by real pilots as well as examine if VR technology could be a viable educational tool for flight schools. The motivations of this thesis are the facts that the VR-technology has advanced in a quick phase. Many of the past difficulties with implementing VR technology have been addressed with new fully integrated head mounted displays therefor capability issues are no longer a big problem. Because of the simplicity of new VR-systems it’s a good time to investigate VR uses and how it compares to traditional flight simulator techniques.The method used for the thesis started with collecting information about VR technology and traditional flight simulators. With that information a survey consisting of two parts was created. The first part was an experiment with a VR flight simulator, and the second part was an interview conducted directly after the experiment. Seven jet fighter pilots participated in the survey.Our results show that a VR flight simulator is perceived as more realistic compared to a traditional flight simulator. It is also shown that VR technology could be a good educational tool if some of the issues that were found are resolved or improved upon.
Novotný, Miroslav. "VR interaktivní aplikace." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2017. http://www.nusl.cz/ntk/nusl-363828.
Full textMasotti, Nicola. "Progettazione e sviluppo di un RVE (Reconfigurable Virtual Environment) per applicazioni nei settori dell’ingegneria industriale." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2013. http://amslaurea.unibo.it/5225/.
Full textStevens, Jonathan. "A Program Manager's Dilemma: Measuring the Effect on Performance of Different Visual Modalities in Mixed Reality Aerial Door Gunnery." Doctoral diss., University of Central Florida, 2014. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/6363.
Full textPh.D.
Doctorate
Graduate Studies
Engineering and Computer Science
Modeling & Simulation
Jiang, Yuanyuan. "Full-body joint action in pedestrian road crossing virtual environments." Diss., University of Iowa, 2018. https://ir.uiowa.edu/etd/6441.
Full textHowland, Sarah Caroline. "Immersive education: virtual reality in clinical audiology: a pilot study of the effectiveness of a new patient simulator program on audiology students’ performance on case history tasks." Thesis, University of Canterbury. Communication Disorders, 2012. http://hdl.handle.net/10092/7263.
Full textTodd, Catherine Angela. "A clinically valid simulator with tactile sensing to train specialists to perform cochlear implantation." Access electronically, 2006. http://www.library.uow.edu.au/adt-NWU/public/adt-NWU20070208.171637/index.html.
Full textAndrade, Tiago Martins. "Locomoção em Realidade Virtual." Master's thesis, 2017. http://hdl.handle.net/10316/83272.
Full textNovos equipamentos de realidade virtual têm trazido um novo entusiasmo, do público em geral, pela utilização desta tecnologia. Também as possibilidades para a sua aplicação em vários domínios da ação humana têm surgido de forma exponencial, tais como em áreas relacionadas com medicina, arquitetura, marketing, ou treino de competências.A realidade virtual é uma tecnologia que permite simular/recriar no utilizador sensações reais em ambientes gerados digitalmente, eliminando situações que possam apresentar-se como perigosas, bem como recriar mundos imaginários, possibilitando o treino de novas competências ou novas formas de entretenimento. Apesar de esta tecnologia ter grandes avanços em termos de realismo e facilidade de utilização, ela apresenta ainda alguns constrangimentos, nomeadamente sensação de enjôo de movimento, dificuldades de locomoção no ambiente virtual, e custos demasiado elevados para o consumidor em geral, entre outros.Assim, foi realizado um estudo experimental para o qual se desenvolveu um ambiente virtual e três tipos de deslocação. Para cada tipo de deslocação foi definido um atributo específico: velocidade, aceleração e rotação. Neste âmbito foram recolhidos dados de 45 participantes relativos à cinetose, através do Simulation Sickness Questionnaire (SSQ), que permitiram verificar e apurar quais os melhores valores para cada parâmetro.Após análise dos dados e reflexão sobre os mesmos, estruturou-se um conjunto de recomendações a ter em linha de conta no desenvolvimento futuro de aplicações/jogos de VR.
New virtual reality devices have generated a growing enthusiasm for the use of this technology among the general public. Furthermore, the possibility for its application in various domains of human actions has increased exponentially in areas such as medicine, architecture, marketing, tourism, web browsing or skills training.Virtual reality is a type of technology that allows users to simulate real sensations in digitally generated environments. Moreover, it eliminates dangerous situations by creating an imaginary world that enables new skills training and new forms of entertainment. Thus, this technology presents great advances in terms of realism and easy-to-use interfaces. However, it still has some constraints such as motion sickness, locomotion difficulties in virtual environments and a high cost for the general public.This dissertation aims to conduct an experimental study in which a virtual environment and three types of locomotion were developed. For each type of locomotion, a specific attribute was defined: velocity, acceleration and rotation. Data were collected from 45 volunteers regarding levels of motion sickness through the Simulation Sickness Questionnaire (SSQ), which allows to check and determine which are the best values for each parameter.After analysing and reflecting on the collected data, a set of recommendations was created for future development of VR applications/games, giving a solid starting point for development and help to reduce the symptoms of motion sickness.
Mehlitz, Marcus. "Aufbau eines medizinischen Virtual Reality-Labors und Entwicklung eines VR-gestützten neuropsychologischen Testsystems mit einer präklinischen und klinischen Evaluationsstudie." Doctoral thesis, 2004. http://hdl.handle.net/11858/00-1735-0000-0006-B1B0-1.
Full text