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HumanFactorsinVR-VirtualRealityTechnology.ppt
The dangers of video games (general) Excessive game play can be fatal. In Korea, where 30% of the population subscribes to online multiplayer games, one man died in 2005 after playing 50 hours (almost non-stop) StarCraft. 3 Chinese died in 2007 after playing more than 50 hours, and 2 died in 2005. EverQuest is a 3D online game played by more than 400,000 people; Games can lead to isolation, and suicide. Hudson Wooley, an epileptic who was playing 12-hours per day, eventually committed suicide. Effects on the visual system occur when the user is subjected to high-intensity lights directed at his eyes (like Lasers used in retinal displays (if they malfunction), or IR LEDs as part of eye tracking systems; An “absence” state can be induced in a user subjected to pulsing lights at low frequency (1-10 Hz); Bright lights coupled with loud pulsing sounds can induce migraines (20% of women and 10% of men are prone to migraines. Direct effects on the auditory system are due to simulation noise that has too high a level (115 dB after more than 15 minutes); Direct Effects of VR Simulations on Users User safety concerns relate primarily to cyber sickness, but also to body harm when haptic feedback is provided; Cyber sickness is a form of motion sickness present when users interact with virtual environments; Cyber sickness has three forms: Nausea and (in severe cases) vomiting; Eye strain (Oculomotor disturbances); Disorientation, postural instability (ataxia) and vertigo. Flight simulators have an incidence of up to 60% of users experiencing simulation sickness (military pilots – elite group); Studies suggest regular VR users are affected more (up to 95%) (Stanney and Hash, 1998) Cyber sickness Since many users are affected, it is important to study cyber sickness, in order to reduce its effects, and allow wide-spread use of VR; Few studies exist. Based on these the following model was developed: Cyber sickness Model Prior Experience S
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