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Virtual Reality Sickness
Virtual reality sickness, or 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 Electronic mail (email or e-mail) is a method of exchanging messages ("mail") between people using electronic devices. Email was thus conceived as the electronic ( digital) version of, or counterpart to, mail, at a time when "mail" meant ..., 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" (Blascovich, 2002, p. 129) then the virtual environment (VE) has progressed into the realm of immersive virtual environments (IVEs). References * Blascovich, J. (2002).Social Influence within Immersive Virtual Environments In R. Schroeder (Ed.), T ...
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Refresh Rate
The refresh rate (or "vertical refresh rate", "vertical scan rate", terminology originating with the cathode ray tubes) is the number of times per second that a raster-based display device displays a new image. This is independent from frame rate, which describes how many images are stored or generated every second by the device driving the display. On cathode ray tube (CRT) displays, higher refresh rates produce less flickering, thereby reducing eye strain. In other technologies such as liquid-crystal displays, the refresh rate affects only how often the image can potentially be updated. Non-raster displays may not have a characteristic refresh rate. Vector displays, for instance, do not trace the entire screen, only the actual lines comprising the displayed image, so refresh speed may differ by the size and complexity of the image data. For computer programs or telemetry, the term is sometimes applied to how frequently a datum is updated with a new external value from anothe ...
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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). # Rotat ...
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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 and the saccule). This technology has been investigated for both military and commercial purposes. The technology is being applied in 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 Biomedicine (also referred to as Western medicine, mainstream medicine or conventional medicine)
, pilot training, and entertainment. Not much is known about galvanic vestibular stimulation, but more scientists are continuing to research ...
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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. It is also termed zero gravity, zero G-force, or zero-G. 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 effects and is not stress-free. Near a black hole, such tidal effects can be very strong. In the case of the Earth, the effects are minor, especially on objects of relatively small dimensions (such as the human body or a spacecraft) and the overall ...
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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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Eyestrain
Eye strain, also known as asthenopia (from Greek ''a-sthen-opia'', grc, ἀσθενωπία, ), is a common eye condition that manifests through non-specific symptoms such as fatigue, pain in or around the eyes, blurred vision, headache, and occasional double vision. Symptoms often occur after long-term use of computers, digital devices, reading or other activities that involve extended visual tasks which are broadly classified into external and internal symptom factors. When concentrating on a visually intense task, such as continuously focusing on a book or computer monitor, the ciliary muscles and the extraocular muscles are strained. This causes discomfort, soreness or pain on the eyeballs. Closing the eyes for ten minutes and relaxing the muscles of the face and neck at least once an hour usually relieves the problem. A page or photograph with the same image twice, but slightly displaced (from a printing mishap, a camera moving during the shot, etc.) can cause eye strai ...
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Field Of View
The field of view (FoV) is the extent of the observable world that is 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. 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. Adelman & B.H. Smith (Eds): ''Encyclopedia of Neuroscience''; 3rd edition, on CD-ROM. El ...
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Proprioceptors
Proprioception ( ), also referred to as kinaesthesia (or kinesthesia), is the sense of self-movement, force, and body position. It is sometimes described as the "sixth sense". Proprioception is mediated by proprioceptors, mechanosensory neurons located within muscles, tendons, and joints. Most animals possess multiple subtypes of proprioceptors, which detect distinct kinematic parameters, such as joint position, movement, and load. Although all mobile animals possess proprioceptors, the structure of the sensory organs can vary across species. Proprioceptive signals are transmitted to the central nervous system, where they are integrated with information from other sensory systems, such as the visual system and the vestibular system, to create an overall representation of body position, movement, and acceleration. In many animals, sensory feedback from proprioceptors is essential for stabilizing body posture and coordinating body movement. System overview In vertebrates, limb ve ...
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Motion Sickness
Motion sickness occurs due to a difference between actual and expected motion. Symptoms commonly include nausea, vomiting, cold sweat, headache, dizziness, tiredness, loss of appetite, and increased salivation. Complications may rarely include dehydration, electrolyte problems, or a lower esophageal tear. The cause of motion sickness is either real or perceived motion. This may include from car travel, air travel, sea travel, space travel, or reality simulation. Risk factors include pregnancy, migraines, and Ménière's disease. The diagnosis is based on symptoms. Treatment may include behavioral measures or medications. Behavioral measures include keeping the head still and focusing on the horizon. Three types of medications are useful: antimuscarinics such as scopolamine, H1 antihistamines such as dimenhydrinate, and amphetamines such as dexamphetamine. Side effects, however, may limit the use of medications. A number of medications used for nausea such as ondansetron ar ...
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