Visualization and Motion Systems

This section provides a description of visualization and motion rendering systems used for virtual systems and simulators. The characteristics of visual systems, such as image resolution, brightness, contrast, and frequency, have a substantial impact on i

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Getting Rid of Cybersickness In Virtual Reality, Augmented Reality, and Simulators

Getting Rid of Cybersickness

Andras Kemeny · Jean-Rémy Chardonnet · Florent Colombet

Getting Rid of Cybersickness In Virtual Reality, Augmented Reality, and Simulators

Andras Kemeny Institut Image Arts et Métiers Institute of Technology Chalon-sur-Saône, France

Jean-Rémy Chardonnet Institut Image Arts et Métiers Institute of Technology Chalon-sur-Saône, France

Technocenter Renault Group Guyancourt, France Florent Colombet Technocenter Renault Group Guyancourt, France

ISBN 978-3-030-59341-4 ISBN 978-3-030-59342-1 (eBook) https://doi.org/10.1007/978-3-030-59342-1 © The Editor(s) (if applicable) and The Author(s), under exclusive license to Springer Nature Switzerland AG 2020 This work is subject to copyright. All rights are solely and exclusively licensed by the Publisher, whether the whole or part of the material is concerned, specifically the rights of translation, reprinting, reuse of illustrations, recitation, broadcasting, reproduction on microfilms or in any other physical way, and transmission or information storage and retrieval, electronic adaptation, computer software, or by similar or dissimilar methodology now known or hereafter developed. The use of general descriptive names, registered names, trademarks, service marks, etc. in this publication does not imply, even in the absence of a specific statement, that such names are exempt from the relevant protective laws and regulations and therefore free for general use. The publisher, the authors and the editors are safe to assume that the advice and information in this book are believed to be true and accurate at the date of publication. Neither the publisher nor the authors or the editors give a warranty, expressed or implied, with respect to the material contained herein or for any errors or omissions that may have been made. The publisher remains neutral with regard to jurisdictional claims in published maps and institutional affiliations. This Springer imprint is published by the registered company Springer Nature Switzerland AG The registered company address is: Gewerbestrasse 11, 6330 Cham, Switzerland

Preface

The first Virtual Reality (VR) helmet was designed in 1968 by Ivan Sutherland, though at that time it was barely displaying wired frame images, as high-quality Computer-Generated Imagery (CGI) became available only from the mid-1980s. The first VR videogame was introduced in 1985 by Nintendo, through Virtual Boy, an innovative, though relatively simple VR system. Unfortunately, it was a major failure, largely due to motion sickness, experienced by the gamers. Kaiser Optical Systems then proposed VR helmets for professional use in 1998: ProView 30 for 8 K$ and ProView 60 for 12 K$. The latter was applied to driving simulators, exposing to not only drivability problems (i.e., transport delay between actions and maneuvering results), but also motion sickness, especially in round points, inducing sharp rotational accelerations, a critical issue in VR naviga