|Search by item||HOME > Access full text > Search by item|
JBE, vol. 23, no. 6, pp.800-812, November, 2018
Overview of VR Media Technology and Methods to Reduce Cybersickness
Sungchul Mun, Mincheol Whang, Sangin Park, Dong Won Lee, and Hong-Ik Kim
C.A E-mail: email@example.com
In this study, we reviewed recent trends for enhancing human cognitive accessibility to social VR platform. We also proposed a practical method to predict VR sickness and improve the cognitive accessibility. In doing so, we investigated subtle changes in human body sway unconsciously made before, during, and after being exposed to extreme VR experience. The scientific assumption that VR sickness would be correlated with the subtle changes in body sway was validated. We found that participants who showed sensitive changes in the body sway before VR experience, felt more severe VR sickness than others. The findings can be practically applied in predicting susceptibility to VR sickness prior to VR experiences.
Keyword: Social VR, VRChat, VR Interaction, VR Sickness, Body Sway
 J. Lee, K. Suh, and S. Nam, “C-P-N-D Ecosystem-based Broadcasting/Media Virtual Reality (VR) Prospects,” Journal of Broadcast Engineering, Vol.23, No.1, pp. 19-25, 2018, https://doi.org/10.5909/JBE.2018.23.1.19 (accessed Oct. 11, 2018).
 E. Kim, J. Kim, E. Yoo, and T. Park, “Study on Virtual Reality (VR) Operating System Prototype,” Journal of Broadcast Engineering, Vol.22, No.1, pp. 87-94, 2017, https://doi.org/10.5909/JBE.2017.22. 1.87 (accessed Oct. 11, 2018).
 H. Kwon and A. Hudson-Smith, “Redesigning Experience Consumption in Social VR Worlds: Decentralised Value Creation, Mobilisation, and Exchanges,” 21st DMI: Academic Design Management Conference, London, United Kingdom, pp. 1-17, 2018.
 A. Yarramreddy, P. Gromkowski, and I. Baggili, “Forensic Analysis of Immersive Virtual Reality Social Applications: A Primary Accout,” 2018 IEEE Security and Privacy Workshops (SPW), San Francisco, United States of America, pp. 186-196, 2018.
 L. Zhang, L. Sun, W. Wang, and J. Liu, “Unlocking the Door to Mobile Social VR: Architecture, Experiments and Challenges,” IEEE Network, Vol.32, No.1, pp. 160-165, 2018, https://doi.org/10.1109/ MNET.2017.1700014 (accessed Oct. 15, 2018)
 C. Zizza, et al., “Towards a Social Virtual Reality Learning Environment in High Fidelity,” 2018 15th IEEE Annual Consumer Communications & Networking Conference (CCNC), Las Vegas, United States of America, pp. 1-4, 2018.
 Facebook Demos Next-gen VR Plans, https://www.cnet.com/news/apple-second-quarter-iphone-x-sales-show-wall-street-analysts-got-it-wrong (accessed May 03, 2018).
 Facebook can Reconstruct a 3D World from your Photos and Videos, https://petapixel.com/2018/05/02/facebook-can-reconstruct-a- 3d-world-from-your-photos-and-videos (accessed May 04, 2018).
 R. Xiao, et al., “MRTouch: Adding Touch Input to Head-Mounted Mixed Reality,” IEEE Transactions on Visualization and Computer Graphics, Vol.24, No.4, pp.1653-1660, 2018, https://doi.org/10.1109/ TVCG.2018.2794222 (accessed Sep. 3, 2018).
 M. A. Fischler and R. C. Bolles, “Random Sample Consensus: A Paradigm for Model Fitting with Applications to Image Analysis and Automated Cartography,” Communications of the ACM, Vol.24, No.6, pp.381-395, 1981, https://doi.org/10.1016/B978-0-08-051581- 6.50070-2 (accessed Sep. 3, 2018).
 Looxid Labs wins a CES 2018 Best of Innovation Awards in Virtual Reality, http://looxidlabs.com (accessed May 10, 2018).
 J. A. Coan and J. J. B. Allen, “Frontal EEG Asymmetry as a Moderator and Mediator of Emotion,” Biological Psychology, Vol.67, No.1, pp.7-50, 2004, https://doi.org/10.1016/j.biopsycho.2004.03.002 (accessed Sep. 3, 2018).
 S. Park, et al., “Non-Contact Measurement of Heart Response Reflected in Human Eye,” International Journal of Psychophysiology, Vol.123, pp.179-198, 2018, https://doi.org/10.1016/j.ijpsycho.2017. 07.014 (accessed Sep. 3, 2018).
 J.-Y. Jung, et al., “Causes of Cyber Sickness of VR Contents: An Experimental Study on the Viewpoint and Movement,” The Journal of the Korea Contents Association, Vol.17, No.4, pp.200-208, April 2017.
 S. Lee, A. Koo, and J. Jhung, Moskit: “Motion Sickness Analysis Platform for VR Games,” IEEE International Conference on Consumer Electronics, Las Vegas, United States of America, pp. 17-18, 2017.
 H. G.F.A. and F. Fylan, “Two Visual Mechanisms of Photosensitivi- ty,” Epilepsia, Vol.40, No.10, pp.1446-1451, October 1999.
 The Harding FPA is a Suite of Applications for Compliance with International Guidelines on Flashing and SpatialPatterns in Broadcast Video, http://www.hardingfpa.com (accessed May 16, 2018).
 E. Nalivaiko, et al., “Cybersickness Provoked by Head-mounted Display Affects Cutaneous Vascular Tone, Heart Rate and Reaction Time,” Physiology & Behavior, Vol.151, pp. 583-590, https://doi.org/10.1016/j.physbeh.2015.08.043 (accessed Oct. 16, 2018).
 J. L. Dorado and P. A. Figueroa, “Ramps are Better than Stairs to Reduce Cybersickness in Applications Based on a HMD and a Gamepad,” 2014 IEEE Symposium on 3D User Interfaces (3DUI), Minneapolis, United States of America, pp. 47-50, 2014.
 M. J. Cevette, et al., “Oculo-Vestibular Recoupling Using Galvanic Vestibular Stimulation to Mitigate Simulator Sickness,” Aviation Space and Environmental Medicine, Vol.83, No.6, pp.549-555, June 2012.
 Top 5 Best Motion Sickness Bands & Wearables, https://heavy.com/ tech/2017/03/top-10-best-motion-sickness-bands-wearables (accessed May 18, 2018).
 A new ave of VR Motion Sickness Solutions is here, https://www. wareable.com/vr/new-wave-vr-motion-sickness-solutions (accessed May 18, 2018).
 S. Mun, et al., “SSVEP and ERP Measurement of Cognitive Fatigue Caused by Stereoscopic 3d,” Neuroscience Letters, Vol.525, No.2, pp.89-94, 2012, https://doi.org/10.1016/j.neulet.2012.07.049 (accessed Sep. 3, 2018).
 S. Mun and M.-C. Park, “Affective Three-Dimensional Brain–Computer Interface Created Using a Prism Array-Based Display,” Optical Engineering, Vol.53, No.12, pp.123105, 2014, https://doi.org/10.1117/1.OE.53.12.123105 (accessed Sep. 3, 2018).
 S. Mun, M.-C. Park, and S. Yano, “Performance Comparison of a SSVEP BCI Task by Individual Stereoscopic 3d Susceptibility," International Journal of Human–Computer Interaction,” Vol.29, No.12, pp.789-797, 2013, https://doi.org/10.1080/10447318.2013. 765289 (accessed Sep. 3, 2018).
 S. Mun, et al., “Effects of Mental Workload on Involuntary Attention: A Somatosensory ERP Study,” Neuropsychologia, Vol.106, pp.7-20, 2017, https://doi.org/10.1016/j.neuropsychologia.2017.08.021 (accessed Sep. 3, 2018).
 S. Mun, E. S. Kim, and M. C. Park, “Effect of Mental Fatigue Caused by Mobile 3d Viewing on Selective Attention: An Erp Study,” International Journal of Psychophysiology, Vol.94, No.3, pp.373-381, 2014, https://doi.org/10.1016/j.ijpsycho.2014.08.1389 (accessed Sep. 3, 2018).
 S. Mun, M.-C. Park, and S. Yano, “Evaluation of Viewing Experiences Induced by a Curved Three-Dimensional Display,” Optical Engineer- ing, Vol.54, No.10, pp.103104, 2015, https://doi.org/10. 1117/1.OE. 54.10.103104 (accessed Sep. 3, 2018).