Motion Sickness In Virtual Reality
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Motion Sickness In Virtual Reality
Virtual reality sickness (VR sickness) occurs when exposure to a virtual environment causes symptoms that are similar to motion sickness symptoms. The most common symptoms are general discomfort, eye strain, headache, stomach awareness, nausea, vomiting, pallor, sweating, fatigue, drowsiness, disorientation, and apathy. Other symptoms include postural instability and retching. Common causes are low frame rate, input lag, and the vergence-accommodation-conflict. Virtual reality sickness is different from motion sickness in that it can be caused by the visually-induced perception of self-motion; real self-motion is not needed. It is also different from simulator sickness; non-virtual reality simulator sickness tends to be characterized by oculomotor disturbances, whereas virtual reality sickness tends to be characterized by disorientation. Consequences Virtual reality sickness may have undesirable consequences beyond the sickness itself. For example, Crowley (1987) argued th ...
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Virtual Environment
A virtual environment is a networked application that allows a user to interact with both the computing environment and the work of other users. Email, chat, and web-based document sharing applications are all examples of virtual environments. Simply put, it is a networked common operating space. Once the fidelity of the virtual environment is such that it "creates a psychological state in which the individual perceives himself or herself as existing within the virtual environment" then the virtual environment (VE) has progressed into the realm of immersive virtual environments (IVEs). Types of Virtual Environments Collaborative Virtual Environments (CVEs): These environments support real-time interaction between multiple users, often represented by avatars. Popular platforms include Second Life, Slack, and Zoom, which are used for collaboration in education and remote work. CVEs foster teamwork by simulating shared spaces for communication and resource sharing. Immersive V ...
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Field Of View
The field of view (FOV) is the angle, angular extent of the observable world that is visual perception, seen at any given moment. In the case of optical instruments or sensors, it is a solid angle through which a detector is sensitive to electromagnetic radiation. It is further relevant in ''angle of view, photography''. Humans and animals In the context of human and primate vision, the term "field of view" is typically only used in the sense of a restriction to what is visible by external apparatus, like when wearing spectacles or virtual reality goggles. Note that eye movements are allowed in the definition but do not change the field of view when understood this way. If the analogy of the eye's retina working as a sensor is drawn upon, the corresponding concept in human (and much of animal vision) is the visual field. It is defined as "the number of degrees of visual angle during stable fixation of the eyes".Strasburger, Hans; Pöppel, Ernst (2002). Visual Field. In G. A ...
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Vestibulo-ocular Reflex
The vestibulo-ocular reflex (VOR) is a reflex that acts to stabilize Gaze (physiology), gaze during head movement, with eye movement due to activation of the vestibular system, it is also known as the cervico-ocular reflex. The reflex acts to image stabilization, stabilize images on the retinas of the eye during head movement. Gaze is held steadily on a location by producing eye movements in the direction opposite that of head movement. For example, when the head moves to the right, the eyes move to the left, meaning the image a person sees stays the same even though the head has turned. Since slight head movement is present all the time, VOR is necessary for stabilizing vision: people with an impaired reflex find it difficult to read using print, because the eyes do not stabilise during small head tremors, and also because damage to reflex can cause nystagmus. The VOR does not depend on what is seen. It can also be activated by hot or cold stimulation of the inner ear, where the ...
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Screen-door Effect
The screen-door effect (SDE) is a visual artifact of displays, where the fine lines separating pixels (or subpixels) become visible in the displayed image. This effect can be seen in digital projector images and regular displays under magnification or at close range, but the increases in display resolutions have made this much less significant. More recently, the screen-door effect has been an issue with virtual reality headsets and other head-mounted displays, because these are viewed at a much closer distance, and stretch a single display across a much wider field of view. SDE in projectors In LCD and DLP projectors, SDE can be seen because projector optics typically have significantly lower pixel density than the size of the image they project, enlarging these fine lines, which are much smaller than the pixels themselves, to be seen. This results in an image that appears as if viewed through a fine screen or mesh such as those used on anti-insect screen doors. The scre ...
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Immersion (virtual Reality)
In virtual reality (VR), immersion is the perception of being physically Presence (telepresence), present in a non-physical world. The perception is created by surrounding the user of the VR system in images, sound or other Stimulation, stimuli that provide an engrossing total environment. Etymology The name is a metaphoric use of the experience of wikt:submerge, submersion applied to representation, fiction or simulation. Immersion can also be defined as the state of consciousness where a "visitor" (Maurice Benayoun) or "immersant" (Char Davies) has their awareness of their physical self transformed by being surrounded in an artificial environment. The term is used to describe partial or complete suspension of disbelief, enabling action or reaction to stimulations encountered in a virtual or artistic environment. The greater the suspension of disbelief, the greater the degree of presence achieved. Types According to Ernest W. Adams, immersion can be separated into three main c ...
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Field Dependence
Field dependence is a concept in the field of cognitive styles. It is a one-dimensional model of variation in cognitive style. The concept was first proposed by American psychologist Herman Witkin in 1962. Field dependence/independence was the earliest studied area in the study of cognitive styles. In general, people who exhibit field dependence tend to rely on information provided by the outer world, the field or frame of a situation and their cognition (toward other things) is based on this overall field. Measures Field dependence or independence is indicated by the tilting rod and frame test and the tilting room, tilting chair test. The tilt of the frame or room provided a field and the degree of independence from it was shown by the accuracy with which the subject had the experimenter adjust the rod or chair. Their interpretation and the concept of field dependence/independence was initially presented by Witkin and his group in his book ''Personality Through Perception''. ...
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Mental Rotation
Mental rotation is the ability to rotate mental representations of two-dimensional and three-dimensional objects as it is related to the visual representation of such rotation within the human mind. There is a relationship between areas of the brain associated with perception and mental rotation. There could also be a relationship between the cognitive rate of spatial processing, general intelligence and mental rotation. Mental rotation can be described as the brain moving objects in order to help understand what they are and where they belong. Mental rotation has been studied to try to figure out how the mind recognizes objects in their environment. Researchers generally call such objects stimuli. Mental rotation is one cognitive function for the person to figure out what the altered object is. Mental rotation can be separated into the following cognitive stages: # Create a mental image of an object from all directions (imagining where it continues straight vs. turns). # Rota ...
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Ginger
Ginger (''Zingiber officinale'') is a flowering plant whose rhizome, ginger root or ginger, is widely used as a spice and a folk medicine. It is an herbaceous perennial that grows annual pseudostems (false stems made of the rolled bases of leaves) about one meter tall, bearing narrow leaf blades. The inflorescences bear flowers having pale yellow petals with purple edges, and arise directly from the rhizome on separate shoot (botany), shoots. Ginger is in the family (taxonomy), family Zingiberaceae, which also includes turmeric (''Curcuma longa''), cardamom (''Elettaria cardamomum''), and galangal. Ginger originated in Maritime Southeast Asia and was likely domesticated first by the Austronesian peoples. It was transported with them throughout the Indo-Pacific during the Austronesian expansion ( Before Present, BP), reaching as far as Hawaii. Ginger is one of the first spices to have been exported from Asia, arriving in Europe with the spice trade, and was used by ancient Gre ...
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Galvanic Vestibular Stimulation
Galvanic vestibular stimulation is the process of sending specific electric messages to a nerve in the ear that maintains balance. There are two main groups of receptors in the vestibular system: the three semi-circular canals, and the two otolith organs (the Utricle (ear), utricle and the saccule). This technology has been investigated for both military and commercial purposes. The technology is being applied in Atsugi, Kanagawa, Atsugi, Japan, the Mayo Clinic in the US, and a number of other research institutions around the world. It is being investigated for a variety of applications, including biomedical, pilot training, and entertainment. Not much is known about galvanic vestibular stimulation, but more scientists are continuing to research the topic. A patient undergoing GVS noted: I felt a mysterious, irresistible urge to start walking to the right whenever the researcher turned the switch to the right. I was convinced—mistakenly—that this was the only way to mainta ...
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Boarding Ring
Boarding may refer to: *Boarding, used in the sense of "room and board", i.e. lodging and meals as in a: **Boarding house **Boarding school *Boarding (horses) (also known as a livery yard, livery stable, or boarding stable), is a stable where horse owners pay a weekly or monthly fee to keep their horse *Boarding (ice hockey), a penalty called when an offending player violently pushes or checks an opposing player into the boards of the hockey rink *Boarding (transport), transferring people onto a vehicle *Naval boarding, the forcible insertion of personnel onto a naval vessel *Waterboarding, a form of torture See also *Board (other) *Embarkment (other) Embarkation is the process of boarding or loading of a ship or aircraft. Embarkation, embarkment or embark may also refer to: * Embark (transit authority), the public transit authority of the Oklahoma City metropolitan area, Oklahoma, United State ...
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Zero G
Weightlessness is the complete or near-complete absence of the sensation of weight, i.e., zero apparent weight. It is also termed zero g-force, or zero-g (named after the g-force) or, incorrectly, zero gravity. Weight is a measurement of the force on an object at rest in a relatively strong gravitational field (such as on the surface of the Earth). These weight-sensations originate from contact with supporting floors, seats, beds, scales, and the like. A sensation of weight is also produced, even when the gravitational field is zero, when contact forces act upon and overcome a body's inertia by mechanical, non-gravitational forces- such as in a centrifuge, a rotating space station, or within an accelerating vehicle. When the gravitational field is non-uniform, a body in free fall experiences tidal forces and is not stress-free. Near a black hole, such tidal effects can be very strong, leading to ''spaghettification''. In the case of the Earth, the effects are minor, especially o ...
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Field Of View In Video Games
In first person video games, the field of view or field of vision (abbreviated FOV) is the extent of the observable game world that is seen on the display at any given moment. It is typically measured as an angle, although whether this angle is the horizontal, vertical, or diagonal component of the field of view varies from game to game. The FOV in a video game may change depending on the aspect ratio of the rendering resolution. In computer games and modern game consoles the FOV normally increases with a wider aspect ratio of the rendering resolution.Master Games List http://www.wsgf.org/mgl Field of view calculations The field of view is usually given as an angle for the horizontal or vertical component of the FOV. A larger angle indicates a larger field of view. However, depending on the FOV scaling method used by the game, it may only affect the horizontal or the vertical component of the field of view. The horizontal and vertical FOV are calculated from the following ...
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