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This report discusses the incidence of simulator sickness in military flight simulators, particularly focusing on the effects of visual display and motion on pilot training. It details the outcomes
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How to fill out Correlating Visual Scene Elements with Simulator Sickness Incidence: Hardware and Software Development

01
Identify the visual scene elements used in your simulation software.
02
Gather data on instances of simulator sickness reported by users.
03
Create a structure to correlate specific visual elements with sickness incidence rates.
04
Conduct experiments to test variations of visual elements in simulations.
05
Collect feedback and sickness incidence data from participants during these tests.
06
Analyze the data to find patterns or correlations between visual elements and reported symptoms.
07
Document findings to aid in hardware and software development during future projects.

Who needs Correlating Visual Scene Elements with Simulator Sickness Incidence: Hardware and Software Development?

01
Developers of simulation software and hardware wanting to improve user experience.
02
Researchers studying simulator sickness and visual perception.
03
Companies involved in virtual reality (VR) and augmented reality (AR) industries.
04
Educators using simulators for training and wanting to mitigate sickness in learners.
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Based on a large sample of SSQ data gathered from military pilots, it is suggested that total scores can be associ- ated with negligible (< 5), minimal (5 – 10), significant (10 – 15), and concerning (15 – 20) symptoms. A simulator resulting in total scores above 20 is considered “bad” [27].
The Fast Motion Sickness Scale (FMS) (Keshavarz & Hecht, 2011; Reinhard et al., 2017) is a fast and during-exposure scale for measuring motion sickness. The subjects give a 20-point verbal ratings of experienced motion sickness symptoms every minute.
This form of motion sickness occurs in certain flight simulator with integrated projections of visual fields outside the cockpit, corresponding interior instrument readings, and a limited degree of motion simulation. As with airsickness, and all other forms of motion sickness, a sensory mismatch occurs.
Scoring of the SSQ is computed as either a Total Score (TS) or in three subscale scores for nausea (N), oculomotor discomfort (O), and disorientation (D). A subscale score is determined as the sum of its symptom scores multiplied by a constant (Table 1).
Scoring of the SSQ is computed as either a Total Score (TS) or in three subscale scores for nausea (N), oculomotor discomfort (O), and disorientation (D). A subscale score is determined as the sum of its symptom scores multiplied by a constant (Table 1).
The SSQ has participants rate the severity of 16 symptoms on a four-point scale (0-None, 1-Slight, 2-Moderate, 3-Severe).
It is similar to motion sickness in many ways, but occurs in simulated environments and can be induced without actual motion. Symptoms of simulator sickness include discomfort, apathy, drowsiness, disorientation, fatigue, and nausea.

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Correlating Visual Scene Elements with Simulator Sickness Incidence involves research and analysis that connects specific visual elements in simulations to the incidence of simulator sickness, which is the discomfort or disorientation experienced by users in virtual environments. This encompasses both hardware and software development to enhance user experience and reduce negative effects.
Entities engaged in the development of simulation software and hardware, particularly those focused on virtual reality and augmented reality applications, are required to file this correlation study. This includes developers, researchers, and organizations operating in the simulation industry.
To fill out the correlating study, developers need to collect data on visual scene elements, document incidence rates of simulator sickness among users, and provide analyses that connect the two sets of information. Structured forms may be provided by regulatory bodies to ensure all necessary data is captured.
The purpose is to identify and mitigate factors within visual scenes that contribute to simulator sickness, allowing developers to create more comfortable and effective simulation environments. This ultimately aims to improve user satisfaction and broaden the applicability of simulation technology.
Reported information must typically include the types of visual scene elements analyzed, incidence rates of simulator sickness among subjects, demographic details of participants, the testing conditions, and findings that establish correlations between specific visual factors and symptoms experienced.
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