THE EFFECTS OF FASTING ON VIRTUAL REALITY SICKNESS AND THE RECOVERY TIME
The digitalized industrial revolution 4.0 enables an interactive simulation process through Virtual Reality (VR). VR can simulate a complex real world with conditions that can be controlled, but their use causes VR sickness. VR sickness is caused by several factors, one of that is the internal condi...
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Format: | Final Project |
Language: | Indonesia |
Online Access: | https://digilib.itb.ac.id/gdl/view/44097 |
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Institution: | Institut Teknologi Bandung |
Language: | Indonesia |
Summary: | The digitalized industrial revolution 4.0 enables an interactive simulation process through Virtual Reality (VR). VR can simulate a complex real world with conditions that can be controlled, but their use causes VR sickness. VR sickness is caused by several factors, one of that is the internal condition of the user’s body that regulated by circadian rhythm. Fasting condition can change circadian rhythm and affect the level of VR sickness. Slow metabolic processes during fasting may cause VR sickness recovery time to be longer. VR sickness can be measured through Heart Rate Variability (HRV) because it has a relationship with the autonomic nervous system. HRV can be used as a practical measurement tool to predict VR sickness without disrupting VR use activities.
This study carried out through laboratory experiment was conducted to determine the effect of fasting on VR sickness and its recovery time based on HRV measurements. The experiment was conducted using Samsung Gear VR and the game called Rock & Rails. It was involved 13 participants aged 20-22 years who did not have vestibular system disorders. In this study, subjective VR sickness measurement was performed using the Simulator Sickness Questionnaire (SSQ) and objectively using the Polar H7 Bluetooth Smart HRV.
The experiment was carried out for 135 minutes in each conditions of circadian rhythm. Data was collected at six time points that are before using VR, after using VR, after resting 15, 30, 45, and 60 minutes, both in fasting and fed conditions. Participants played the game for 30 minutes in standing position.by gazing the virtual object for making a movement. HRV measurements are carried out for five minutes to generate HRV parameters that include mean RR, mean Heart Rate (HR), power Very Low Frequency (VLF), power Low Frequency (LF), power High Frequency (HF), and LF/HF. Prior to the experiment, pilot testing was conducted to ensure VR sickness experienced by the user is indeed caused by the use of VR, not caused by standing position for 30 minutes. The main data generated from this experiment are SSQ and HRV data. Data processing through filtering on Kubios software with a very strong level of artifacts correction was performed for HRV data. Data was processed and analyzed through descriptive and inferential statistics.
The results of this study reveal that the fasting condition causes higher VR sickness than the fed condition. Furthermore, the recovery time for VR sickness in the fasting condition which is around 15-60 minutes, while in the fed conditions is around 15-30 minutes. Objective measurement using HRV shows a relationship with SSQ so it can be used as a more practical and easier measurement tool to predict the symptoms of VR sickness. |
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