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The basic question this research addressed was, how does simulator sickness vary with simulated motion frequency? Participants were 11 women and 19 men, 20 to 63 years of age. A visual self-motion frequency response curve was determined using a Chattecx posture platform with a VR4 head-mounted display (HMD) or a back-projected dome. That curve and one for(More)
Virtual Reality (VR), a new computer technology, has incredible potential in the education field. The reason for this assertion is that education is a field that requires the students to understand complex data, particularly in the study of science (see "Why is science hard to learn?" by Millar) and VR makes that task easier. VR presents information in a(More)
Novel patterns of visual-vestibular intersensory stimulation often result in symptoms of simulator sickness, raising health and safety concerns regarding virtual environment exposure. Two experiments investigated the effect of conflicting visual-vestibular cues on subjective reports of simulator sickness during and after a 50-min exposure to a head-coupled(More)
In presenting this thesis in partial fulfillment of the requirements for a Master's degree at the University of Washington, I agree that the Library shall make its copies freely available for inspection. I further agree that extensive copying of this thesis is allowable only for scholarly purposes, consistent with "fair use" as prescribed in the U.S.(More)
Thirty participants explored two virtual mazes. Half of the participants used a hand-controller (joystick); the other half used the Virtual Motion Controller (VMC), a body-controller interface. Maneuvering performance, as measured by the precision with which subjects followed a marked route, was slightly better with the joystick. Route learning, as measured(More)
With technological progress, wide field-of-view (FOV) displays will become increasingly common. Wide FOVs provide a more immersive environment and produce stronger self-motion perception. The objective of this study was to investigate the relationships between FOV and scene content on postural stability in an immersive environment. 10 subjects were tested(More)
Using established princ@les from the field of Computer Supported Collaborative Work (CSC W), we describe how wearable computers are ideal platforms for three dimensional CSC W. To illustrate this, we present two pilot studies which imply that wearables may be able to support three dimensional collaboration and that users will perform better with these(More)