Christ, Oliver

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Christ, Oliver

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Immersive virtual reality during work out with movable sports equipment: the effect on oculomotor, disorientation, and nausea before and after training

2023, Christ, Oliver, Deuber, Michelle, Gächter, Anina, Guedel, Jordin, Papageorgiou, Andreas, Ahram, Tareq, Taiar, Redha

The combination of immersive virtual reality and sport has garnered significant attention in the academic world and the industry domains. There is a decent amount of literature that shows positive effects but also critical voices when it comes to learning and wellbeing in a virtual world during work out. In our study we postulate the hypothesis that subjects with a higher degree of predisposition in simulation sickness will show higher values in all three subscales of the simulation sickness questionnaire (SSQ) while doing exercise with sports gear with moveable parts in a fully immersive VR application than subjects with lower degrees of predisposition in motion sickness. However, our data did not support the hypothesis. Surprisingly, we even found a disproportionate significant improvement in the oculomotor subscale of the SSQ. These results are being discussed and further studies are being suggested.

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Symbols and Functions in Human Machine Interface: Are Google Icons a Possible Solution for Intercultural Usability?

2020-04-03, Christ, Oliver, Papageorgiou, Andreas, Mutuura, Kamalatharsi, Ahram, Tareq, Taiar, Redha, Gremeaux-Bader, Vincent, Aminian, Kamiar

We explored the possibility of taking icons from Android Smartphones, for the use in graphical user interfaces (GUI) in bakery sheeter. This idea was generated from the fact that Android Smartphones are sold worldwide and that the icons used in the menu should have a degree of popularity that most people could deal with. With this research question in mind we created a mixed method design for the study (qualitative and quantitative data). Results show that some icons were able to represent basic navigation function in industrial machines.

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Training in Immersive Virtual Reality: A Short Review of Presumptions and the Contextual Interference Effect

2020-04-03, Christ, Oliver, Ziegler, Cyrill, Hirschi, Andreas, Genovese, Rosina, Papageorgiou, Andreas, Ahram, Tareq, Taiar, Redha, Gremeaux-Bader, Vincent, Aminian, Kamiar

The increase of shipped consumer immersive virtual reality (IVR) up to 6 million units in 2019 shows the increasing popularity of this medium. Invests of 8 billion dollars are anticipated in the next five years for the training sector. With the development the question arise, what effects and advantages can be expected using IVR in human training? This paper reviews three important areas, when it comes to the design of immersive virtual reality trainings: 1. cognitive load, 2. spatial imagination and the contextual interference effect.

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Validation of Driving Simulation in a Virtual Reality Setting: The Effects of Age, Sex and Simulation Technology on Driving Behavior

2020-04-03, Christ, Oliver, Kaufmann, Kaspar, Wehrli, Simon, Mistretta, Emanuel, Arisona, Stefan, Wyssenbach, Thomas, Schubiger, Simon, Tareq, Ahram, Taiar, Redha, Gremeaux-Bader, Vincent, Aminian, Kamiar

Rapid progress in virtual reality technology empowers immersive and naturalistic driving simulations also for low budget. The technology enables researcher with the means to test different variables in road traffic riskless and reproducible. In real traffic scenarios, differences in driving behavior and safety related-perception can be observed. The object of our study was to develop a low-budget driving simulation environment and to enable a riskless testing of future traffic scenarios.