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.
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