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Research On VR Anti-vertigo Motion Platform Based On Improved Somatosensory Simulation Algorithm

Posted on:2020-09-18Degree:MasterType:Thesis
Country:ChinaCandidate:J F YanFull Text:PDF
GTID:2428330578479964Subject:Detection Technology and Automation
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In the past two years,virtual reality(VR)technology has been further developed and is widely used in entertainment and education.However,in the process of using VR,the experiencer have some adverse reactions similar to motion sickness or seasickness.These adverse reactions are called cybersickness.Cybersickness restricts the further development of VR technology.This paper develops a VR anti-vertigo motion platform based on the principle of inconsistent virtual-real motion triggering cybersickness.It mainly includes the development of motion platform,the research somatosensory simulation algorithm and the design of VR scene.First,the development of the sports platform.This paper compares and analyzes the domestic and international sports platforms from the aspects of mechanical performance,control precision and market adaptability.According to the demand of VR technology for motion platform,a new three-degree-of-freedom motion platform using crankshaft motion is proposed,and the overall structure,mechanical principle,kinematics equation and control circuit are explained.Second,the study of somatosensory simulation algorithms.The somatosensory simulation algorithm is used as the link between the motion platform motion and the VR virtual motion.In this paper,an improved somatosensory simulation algorithm is proposed.Based on the classical somatosensory simulation algorithm,the fuzzy controller and vestibular system model are introduced to improve the phase delay,false cues and low platform utilization in the classical somatosensory simulation algorithm.The algorithm was simulated by MATLAB/Simulink.When the input acceleration was3m/s~2,the improved somatosensory simulation algorithm improved the 2s phase delay and the maximum acceleration error of 0.82m/s~2 in the classical somatosensory simulation algorithm.Third,the design of the VR scene.The immersion of VR requires fine manipulation,and the interactivity of VR needs to be in a large moving space.In order to satisfy these two conditions,this study uses the car as the first person in the VR scene.In order to give the experience a rich and novel experience,this study uses a green city as the overall environment of the VR scene,while adding some freely movable animals and cars to the VR scene.In order to enhance the immersive and interactive performance of the VR scene,this study also adds acceleration,deceleration and uniform linear motion and uniform turning motion to the first-person car roaming in the VR scene,as well as bumping movements through uneven roads.Fourth,the experimental analysis of cybersickness.The panel test was performed on the testers using the VR anti-vertigo motion platform and the fixed platform.Fifteen testers were selected,and the severity of cybersickness was quantified using the simulator sickness questionnaire(SSQ).Heart rate and blood pressure were used as auxiliary evaluation criteria.The higher the SSQ scale score,the more serious the cybersickness.Compared with the fixed platform,the SSQ score of the tester using the VR anti-vertigo motion platform was reduced by 50%and the time of occurrence of the symptoms of cybersickness was delayed by 6 min.
Keywords/Search Tags:virtual reality(VR), cybersickness, somatosensory simulation algorithm, motion platform, scene design, Simulator Sickness Questionnaire(SSQ)
PDF Full Text Request
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