• Login
    View Item 
    •   Home
    • Graduate Theses, Dissertations and Projects
    • Queen's Graduate Theses and Dissertations
    • View Item
    •   Home
    • Graduate Theses, Dissertations and Projects
    • Queen's Graduate Theses and Dissertations
    • View Item
    JavaScript is disabled for your browser. Some features of this site may not work without it.

    Experiencing Virtual Reality: The Impact of Motion Parallax and Binocular Disparity on Presence, Cybersickness, and Restoration

    Thumbnail
    View/Open
    Thesis (13.30Mb)
    Author
    Eftekharifar, Siavash
    Metadata
    Show full item record
    Abstract
    The main goal of virtual reality devices is to provide virtual environments where users experience a high level of presence, less cybersickness and suitable for many applications. One of the main applications that has attracted much attention recently is related to restoration. Experiencing a naturalistic virtual environment provides the opportunity to recover from mental and physical fatigue related to modern lifestyle. Given that virtual reality immersion is predominantly achieved by simulating a visual world, it might not be surprising that most factors that affect presence, cybersickness, and restoration concern the visual quality provided by virtual reality devices.

    The illusory nature of being in a virtual environment is highly mediated through simulating two prominent depth cues, binocular disparity and motion parallax. Given the importance of these two depth cues, this thesis aims to investigate the role of motion parallax and binocular disparity in the sense of presence, cybersickness, and restoration.

    In Chapter 2, I investigated the contribution of motion parallax and binocular disparity to the sense of presence. The results of Chapter 2 demonstrated a reduction in participants' subjective feeling of presence when motion parallax was compromised. Chapter 3 examined the effect of motion parallax and binocular disparity to the extent of experienced cybersickness in a nauseating virtual environment. Results revealed an equal contribution of both depth cues to the amount of experienced cybersickness. Finally, in Chapter 4, I compared the restoration effects of a virtual environment that contains plenty of nature elements, such as trees and plants, to the pictorial representation of the same environment. The results showed that participants who completed their restoration session in the middle of the virtual nature exhibited a significant improvement in stress and mood.

    The results of this thesis shed more light on important contributing factors to the above-mentioned topics. Understanding and Resolving problems related to cybersickness and presence will pave the path for virtual reality applications such as restoration to be more accessible and pleasant for users.
    URI for this record
    http://hdl.handle.net/1974/28717
    Collections
    • Queen's Graduate Theses and Dissertations
    Request an alternative format
    If you require this document in an alternate, accessible format, please contact the Queen's Adaptive Technology Centre

    DSpace software copyright © 2002-2015  DuraSpace
    Contact Us
    Theme by 
    Atmire NV
     

     

    Browse

    All of QSpaceCommunities & CollectionsPublished DatesAuthorsTitlesSubjectsTypesThis CollectionPublished DatesAuthorsTitlesSubjectsTypes

    My Account

    LoginRegister

    Statistics

    View Usage StatisticsView Google Analytics Statistics

    DSpace software copyright © 2002-2015  DuraSpace
    Contact Us
    Theme by 
    Atmire NV