It is known that virtual reality (VR) experience may cause cyber sickness. One aspect of VR is an immersion or otherwise sense of presence, the sense of feeling oneself in a virtual world. In this paper an experiment which was conducted in order to find the link between level of immersion and cyber sickness felt by participants is presented. Eighty-nine participants aged between 19 and 36 years have been equally divided into four groups with different level of VR immersion. The low-immersive group was represented by PC with monoscopic screen, the semi-immersive group was represented by CAVE with stereoscopic projector, the fully immersive group was represented by VR head-mounted display, and the last group was the control group without any kind of immersion. The task for the participants was to navigate through the maze for a specified amount of time (10 min). The Simulator Sickness Questionnaire was used as a subjective measure tool for cyber sickness level and Grooved Pegboard Test for assessing the fine dexterity, both before and after the experiment. Regarding the time spend in VR the fully immersive environment had the biggest problems as more than half of the participants had to stop before 10 min (p < 0.001). Concerning the cyber sickness, the significant increase in nausea score between pre-test and post-test scores has been observed in semi-immersive group (p = 0.0018) and fully immersive group (p < 0.0001). The increase in oculomotor score was smaller. The significant difference was noted only in fully immersive group (p = 0.0449). In spite of great nausea factor after the VR immersion the participants did not show a decrease of fine dexterity in any group (p < 0.001).
This paper presents a robust literature review on the subject of Virtual Reality and its use in training and educational systems. Firstly, the beginnings of Virtual Reality are presented, then, advantages and disadvantages of virtual reality environments are described. Various characteristics of Virtual Reality are highlighted, which have positive or negative influence on learning or training ability of individuals. It is shown how various organizations could benefit from using virtual reality in their daily activities. Such aspect as sense of presence is also described, which has tremendous effect on how subjects perceive information in virtual world.
In this paper, we present a review of the major issue of Virtual Reality -Cyber Sickness. As Virtual Reality becomes more and more popular and advanced technology, it is being used in a variety of areas, such as military, surgery, schools, etc. for training and education. Although at this point, Virtual Reality technology has multiple problems to overcome, Cyber Sickness issue is one of the most difficult ones, as it is closely linked to our physiology and Virtual Reality technology as well. Cyber Sickness symptoms are very similar to those of Motion Sickness, but are caused by Virtual Reality Environments. Due to its potential harm to human health, it is important to know the causes of this issue and possible ways to combat it. In this paper, we will highlight what aspects of Virtual Reality technology cause these symptoms and their outcomes.
This paper presents our approach for making an active camera tracking application for augmented reality. We have taken into consideration the use of such applications in industry and conditions in production systems., Unity3D with ARToolkit for Unity was chosen as the development platform due to its compatibility and availability, although we needed to conduct a slight modification to the ARToolkit for Unity which we present in the paper. For testing the modified algorithm, we placed fixed markers around a room and made a LiDAR scan of it. We evaluated the quality of registration of the actual view and the LiDAR scan. The results are yet to be further evaluated and the algorithm must be tested in conditions that will be as near as possible to an actual shop floor.
The main point of the work was to use virtual reality to discover its benefits on training, specifically on the precision of hand movements in specific settings, and then evaluate its effects both for virtual reality and the transfer of the results to the real world. A virtual reality simulation was created using the Unity3D game engine and real-world experimental material was also prepared. A total of 16 participants took part in the training, which lasted for approximately one month. Once the data was gathered from both the virtual reality and real-world tests, we carried out in-depth statistical analysis. The results suggest positive outcomes in most aspects in virtual reality training productivity, but only partial transfer of the training benefits to the real world scenario. The possible reasons for this are described in the work and suggestions are given to duplicate the study with different variables to try to achieve different results.
The paper is focused on point cloud data processing obtained by 3D laser scanning. The scanning devices are at a very advanced level and after reaching their possible maximum scanning speeds, manufacturers are now more focused on a minimization of the devices. However, there is still a lack of software solutions for a simple and successful model creation from point cloud data or data evaluation. This paper briefly describes the laser scanning principle and the process of production floor layout capturing. Furthermore, a newly developed algorithm for an extraction of specific areas of point cloud is introduced. The algorithm was tested and compared with other solutions for a production layout development. After testing, the standalone software application called CloudSlicer™ was programed and the user interface is also presented.
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