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Tveganja pri uporabi tehnologije navidezne resničnosti in njeni učinki na počutje posameznika in njegove motorične sposobnosti.
ID Čop, Štefan (Author), ID Schnabl, Simon (Mentor) More about this mentor... This link opens in a new window

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Abstract
Magistrsko delo obravnava vplive uporabe naprave navidezne resničnosti (angl. Virtual Reality – VR) na uporabnika. Zaradi vedno širše uporabe tehnologije navidezne resničnosti po svetu in zahtev po prehodu na to tehnologijo v industrijah, gre v prihodnosti pričakovati vedno več uporabnikov, posledično pa vedno več ljudi s težavami zaradi posledic uporabe tehnologije VR. Tehnologija VR je prisotna že dlje časa, a se je v zadnjem desetletju razvila v taki meri, da se je spremenila tudi njena osnovna namembnost. Tehnologija je postala izjemno uporabna na vseh področjih, saj omogoča simulacijo okolja, v katerem fizična prisotnost ni potrebna. Ravno zaradi uporabnosti jo srečamo na vseh področjih, vključno z izobraževanjem in usposabljanjem ter celo pri zdravljenju. Zaradi vse bolj splošne uporabe tehnologije navidezne resničnosti pa se vedno bolj izpostavljajo tveganja, ki so prisotna pri uporabi naprave VR. Kljub temu da se posledic, ki nastanejo zaradi uporabe naprave VR, zavedamo in jih poskušamo preprečiti ali vsaj zmanjšati, so te še vedno prisotne. Že znane posledice so lahko prisotne že po 10 minutah izpostavljenosti dražljajem tehnologije VR. To imenujemo VR bolezen, ki vključuje podobne simptome kot potovalna bolezen. Najpogostejši simptomi so dezorientacija, vrtoglavica, slabost in utrujenost. Stopnja nelagodja, ki jo uporabnik doživi pri uporabi naprave VR, pa je odvisna tudi od navideznega okolja, v katerega je uporabnik poglobljen. Bolj ko so naloge, ki jih uporabnik izvaja v navideznemu okolju, intenzivne in aktivne, večja je verjetnost za višjo stopnjo nelagodja. Pri daljši in pogostejši uporabi naprave VR pa se lahko pojavijo tudi težave s telesno držo in utrujenostjo okončin v ledvenem predelu ter predelu vratu. Do teh težav pride predvsem zaradi prisilne drže uporabnika med uporabo in teže naprave VR, ki jo uporabnik nosi na glavi. Eksperimentalni del smo izvajali s pomočjo simulacije Airport Ground Handling Simulator VR, ki je potrošniška različica profesionalne programske opreme za usposabljanje delavcev s pomočjo tehnologije navidezne resničnosti. Za izvedbo simulacije smo uporabili napravo VR Valve Index, priključeno na zmogljiv računalnik. Za ocenjevanje psiholoških tveganj smo uporabili vprašalnike SSQ, SUDS in FMS, na katere so uporabniki ustno odgovarjali z enostavnim ocenjevanjem svojega trenutnega počutja med igranjem. Pri ocenjevanju fizioloških tveganj smo uporabili metodi RULA in REBA, kjer smo z opazovanjem uporabnikov pri izvedbi simulacije določali največje posturalne obremenitve, povezane s trajanjem, pogostostjo ali večjim odstopanjem od nevtralnega položaja.

Language:Slovenian
Keywords:VR, VR slabost, VR tehnologija, navidezno okolje, tveganja, simulacija
Work type:Master's thesis/paper
Typology:2.09 - Master's Thesis
Organization:FKKT - Faculty of Chemistry and Chemical Technology
Year:2024
PID:20.500.12556/RUL-158161 This link opens in a new window
COBISS.SI-ID:197375491 This link opens in a new window
Publication date in RUL:27.05.2024
Views:98
Downloads:6
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Secondary language

Language:English
Title:Risks in the use of virtual reality technology and its effects on an individual's well-being and motor skills.
Abstract:
The master's thesis examines the effects of using a VR device on the user. With the increasingly widespread use of virtual reality technology globally and the industry's demand for its adoption, a rising number of users are anticipated in the future, leading to a corresponding increase in issues caused by the usage of VR technology. VR technology has been in existence for a considerable period of time, but it has undergone significant evolution in the past decade, resulting in a shift in its fundamental purpose. The technology has become immensely valuable across various sectors, facilitating the simulation of environments without the need for physical presence. Its utility spans education, training, healthcare, and beyond. However, the growing prevalence of virtual reality technology exposes users to escalating risks associated with its usage. Despite efforts to anticipate and mitigate the consequences of VR device usage, they persist. Known effects, such as VR sickness, resembling symptoms of motion sickness, can manifest after just 15 minutes of exposure to VR stimulations. Common symptoms include disorientation, dizziness, nausea, and fatigue. The degree of discomfort experienced by users depends on the intensity and activity level of tasks performed within the virtual environment. Prolonged and frequent use of VR devices can also lead to issues such as poor posture and fatigue, particularly in the lumbar and cervical regions, attributable to the device's weight and the user's constrained movements. The experimental phase utilized the Airport Ground Handling Simulator VR simulation, a consumer-grade version of professional software designed for worker training using virtual reality technology. The simulation was conducted using the Valve Index VR device connected to a high-performance computer. Psychological risk assessment employed the SSQ, SUDS, and FMS questionnaires, with users verbally rating their well-being during gameplay. Physiological risks were evaluated using the RULA and REBA methods, which determined maximum postural loads based on observations of user posture deviations from the neutral position, frequency, and duration during the simulation.

Keywords:VR, VR sickness, VR technology, virtual environment, risks, simulation

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