Title: PCbased Telerehabilitation System with Force Feedback
1476 Midterm Results
Midterm average 75.6
2Human Factors in VR
Electrical and Computer Engineering Dept.
3 System architecture
4 Human factors in VR
(Stanney et al., 1998)
5 Human factors in VR
Will the user get sick in VR?
How should VR technology be improved to better
meet the users needs?
?
Which tasks are most suitable for users in
VR?
How much feedback from VR can the user process?
Which user characteristics will influence VR
performance?
Will the user perceive system limitations?
Will there be negative societal impact from
users misuse of the technology?
What kind of designs will enhance users
performance in VR?
(Stanney et al., 1998)
6 - Human factors vocabulary
- HF study series of experiments in very
rigorous conditions aimed at the user (can be
controlled or case study) - Experimental protocol establishes a structured
sequence of experiments that all participants
need to perform - Trial a single instance of the experiment
- Session - a sequence of repeated trials
- Rest period time between sessions
- Experimental database files that store
experimental data - Institutional Review Board (IRB) watchdog
office regulating HF experiments - Principal Investigator (PI) person conducting
the HF study. Needs to be certified by the IRB
7 - H. F. vocabulary - continued
- Subject - a participant in a HF study (male or
female, age, volunteer or paid, right handed or
left handed, normal or disabled, etc) - Experimental group subjects on which the
experiments are done - Control group a number of subjects used for
comparison with the experimental group - Controlled study a study that uses both an
experimental and control group - Case study (also called pilot study) smaller
study with no control group. - Consent form needs to be signed by all
participants into the study - Baseline test measurement of subjects
abilities before trial
8 Human factors in VR
Health and Safety
Societal Implications
(Stanney et al., 1998)
9 The stages of human factors studies
10 Determine focus
Develop experim. protocol
The stages of human factors studies
Recruit subjects
Conduct study
Analyze data
11 - Human factors focus
- What is the problem? (ex. People get headaches)
- Determines the hypothesis (ex. Faster graphics
is better) - Establishes type of study (usability,
sociological, etc.) - Objective evaluation, subjective evaluation or
both? -
12 Determine focus
Develop experimental protocol
The stages of human factors studies
Recruit subjects
Conduct study
Analyze data
13 - Experimental protocol
- What tasks are done during one trial?
- How many trials are repeated per session?
- How many sessions per day, and how many days for
the study? - How many subjects in experimental and control
group? - What pre and post-trial measurements are done?
- What variables are stored in the database?
- What questions on the subjective evaluation form?
14 Determine focus
Develop experim. protocol
The stages of human factors studies
Recruit subjects
Conduct study
Analyze data
15 - Subject recruitment
- Sufficient number of subjects need to be
enlisted in the study to have statistical
significance - Place advertisements, send targeted emails, web
posting, go to support/focus groups, friends,
etc. - Subjects are screened for unsuitability to
study - Subjects sign consent form
- Subjects are assigned a code to protect their
identity - Subjects sign release for use of data in
research, - Subjects may get exposure to technology
16 Determine focus
Develop experim. protocol
The stages of human factors studies
Recruit subjects
Conduct study
Analyze data
17 Determine focus
Develop experim. protocol
The stages of human factors studies
Recruit subjects
Conduct study
Analyze data
18 - Data Collection
- VR can sample much larger quantity of data and
at higher temporal density than classical
paper-and-pencil methods - Data recorded online can be played back during
task debriefing and researchers do not have to be
co-located with the subjects (remote
measurements) - Measurements need to be sensitive (to
distinguish between novice and expert users),
reliable (repeatable and consistent) and valid
(truthful) - Latencies and sensor noise adversely affect
these requirements.
19 - Data Analysis
- Experiments store different variables, depending
on the type of test - task completion time time needed to finish the
task (can use system time, sequence of actions,
or stopwatch) - task error rate number or percentage of errors
done during a trial - task learning a decrease in error rate, or
completion time over a series of trials - Analysis of Variation (ANOVA) statistical
package used to analyze data and determine if
statistical difference exists between trials or
conditions.
20 Data analysis - continued
Learning results in less errors and more uniform
performance among subjects
21 Data analysis - continued
22 Data analysis - continued
- Task learning time and error rates are applicable
to VR in general - Performance measures which are modality specific
for example for force feedback - Average
contact force the forcefulness of the
interaction with a virtual object
23 Data analysis - continued
- Another modality-specific performance measure is
the cumulative contact force. Higher cumulative
forces/torques indicate higher subjects muscle
exertion - This can lead to muscle fatigue of haptic
interface premature wear. s which are modality
specific for example for force feedback -
Average contact force the forcefulness of the
interaction with a virtual object - There are also task-specific performance
measures, such as those associated with cognitive
tasks (heart rate, muscle tone, etc.)
Cumulative force
where ?t is the sampling interval
N ?i1 fi ?t
24 Usability Engineering
- A subclass of human factors research to
determine the ease (or difficulty) of use of a
given product - It differs from general-purpose VR human factors
studies which are more theoretical in nature - Usability studies are product-oriented and part
of the product development cycle. - There are no clear standards, because this is an
are of active research.
25 Usability Engineering
- The methodology consists of four stages
User task analysis
Expert guidelines- based evaluation
Formative Usability evaluation
Summative evaluation
26 Sea Dragon military command and control
application
27 Usability Engineering
- The first stage define the task and list users
actions and system resources needed to do it - Identifies the interrelationships (dependencies
and order sequences) and user information flow
during the task - Poor task analysis is a frequent cause of bad
product design. - For Dragon, the task is 3-D navigation and
object (symbol) selection and manipulation. - it differs from classical 2-D maps and symbols.
User task analysis
Expert guidelines- based evaluation
Formative Usability evaluation
Summative evaluation
28 Usability Engineering
- The second stage (sometimes called heuristic
evaluation) aims at identifying potential
usability problems early in the design cycle. - A pencil-and-paper comparison of users actions
done by experts, first alone, and then as a group
(to determine consensus) - For Dragon, ease of navigation was identified as
a critical issue experts identified problems
with the system responsiveness, when using a
flight stick (wand with buttons) and performing
exocentric navigation (the user was outside of
the environment, looking in).
29- The third stage is an iterative process where
representative users are asked to perform the
task - During task performance variour variables are
measured, such as task completion time and error
rates. These are used to do product re-design and
the process is repeated - Dragon formative evaluation had two stages.
During the first stage the best interface was
selected between three candidates (PinchGlove,
voice recognition and wand). Voice recognition
was ineffective, and PinchGlove produced time
delays when transferring to another user. Thus
wand was selected.
Usability Engineering
30 Usability Engineering
- The second stage of Dragon formative evaluation
used a large number of subjects that had to
navigate, while errors were recorded. - A large effort was made in mapping the wand
button to functions. Pan and zoom were mapped to
the wand trigger, pitch and heading to the left
button, while exocentric rotate and zoom were
mapped to the right button
31 Usability Engineering
- The last stage is Summative evaluation which is
done at the end of product development cycle. It
is done to statistically compare the new product
with other (competing) products to determine
which is better. The selection among several
candidates is done based on field trials and
expert reviews. - The summative evaluation of Dragon involved the
study of four parameters navigation metaphor
(egocentric or exocentric), gesture mapping (rate
or position control of camera), display device
(workbench, desktop, wall or CAVE) and graphics
mode (stereo or mono)
32 Usability Engineering
- The summative evaluation of Dragon involved
thirty two subjects - divided in groups of four. Each group was
assigned a different - combination of conditions.
33 Usability Engineering
- Results showed that users
- performed fastest on a desktop monitor
- were slowest on the workbench.
- Egocentric navigation was fastest in monoscopic
graphics - Exocentric navigation was fastest in stereo
graphics. - Rate control was fastest in monoscopic graphics
- Position was fastest for stereo graphics.
34 Testbed Evaluation of Universal VR Tasks
- Testbeds are a way to deal with evaluation
complexities. - They are composed of a small number of
universal tasks such - as travel in a virtual environment, object
selection and object - manipulation
- Provide a structured way to model subject
performance, although - the evaluation is more expensive to do.
- Testbeds make possible to predict subjects
performance in - applications that include the tasks, sub-tasks
and interaction - techniques they use.
35 Testbed Evaluation of Universal VR Tasks -
continued
- Testbed evaluation of navigation tasks
obstacles (trees and fences) - and targets (flags) can be randomly placed.
- There were 38 subjects divided in 7 groups, each
using a different - Navigation technique (steering based,
manipulation-based and target - specification techniques)
36 Testbed Evaluation of Universal VR Tasks -
continued
- Steering-based Pointing, gaze tracking or torso
tracking - Manipulation-based HOMER or Go-Go In go-go the
subject - stretches his hand into the virtual world, grasps
an object and then - pulls the virtual camera forward
- Target-specification ray casting or dragging.
- Fastest gaze-directed (but produced eye strain
and nausea)
37 Testbed Evaluation of Universal VR Tasks -
continued
- Testbeds used for object selection and placement
tasks - Subjects had to select a highlighted cube and
place it in a target - area (between the two gray cubes)
38 Testbed Evaluation of Universal VR Tasks -
continued
- There were 48 subjects divided among 9 groups.
Object selection - was done either by ray casting or occlusion.
Scene was seen on HMD - For each subject the distance to the object, the
DOF used for box - Manipulation (2 or 6) or ratio of object/target
size (1.5x, 3.75x) varied. - Distant objects were harder to select, Go-Go was
slowest mode.
39 Influence of System Responsiveness on User
Performance
- System responsiveness inverse proportional to
the time between user input and the simulation
response to that input. - HF studies done at Rutgers in early 90s to
determine influence of refresh rate (fps) and
graphics mode (mono/stereo) on tracking task
performance in VR - Subjects were 48 male and 48 female (volunteer
undergrad students), right handed. Task was the
capture of a bouncing ball in the smallest amount
of time - Subjects were divided in sub-groups, each having
a different refresh rate, and graphics mode - Each subject performed 12 trials separated by 15
seconds rest periods Ball appeared with random
velocity direction and maintained a speed of 25
cm/sec
40 Influence of System Responsiveness on User
Performance
41 Influence of System Responsiveness on User
Performance
- Ball capturing time was influence sharply by the
graphics refresh rate, especially when the rate
was below 14 fps - The standard deviation grew with the decrease in
fps, indicating less uniformity among the
subjects in the experimental groups - Stereo made a bog difference for low refresh
rates, where task completion time was
approximately 50 of the time taken to complete
the task under monoscopic graphics - the subjects had different strategies for
grasping the ball, at low refresh rates, where
the ball motion appeared saccadic, they grasped
in a corner, keeping their arm stationary, while
at high refresh rates they moved theirs hand
ballisticly to capture it.
42 Influence of System Responsiveness on User
Performance
Mean completion time (sec)
Frames per second (fps)
Effect of frame rate and graphics mode on task
completion time (Richard et al., 1995)
43 Influence of System Responsiveness on User
Learning
- The frame refresh rate had a significan
influence on the way subjects learned - The group with highest task learning was that
corresponding to monoscopic graphics displayed at
1 fps.
44 Influence of System Responsiveness on User
Learning
- The least learning was for the groups with high
refresh rates (14 fps and 28 fps). Their curves
were almost flat - Stereo had a beneficial effect on learning
(subjects were more familiar to the task it was
presented more realistically to them).
45 Influence of System Responsiveness on Object
Placement tasks
- Watson performed a test to determine the
influence of system responsiveness and its
variability (expresses as Standard Deviation of
System Responsiveness) on object placement tasks. - The task was to capture an object and place them
on a pedestal, while receiving monoscopic
graphics feedback - System responsiveness was altered by changing
the frame refresh rates to 17fps, 25fps and 33
fps. For each frame rate, the SDSR was changed
from 5.6, 22.2 and 44.4 - Results showed that subject performance
(expressed as placement time and accuracy) was
effected by both SR and SDSR. - The variability in system responsiveness had the
largest influence on placement tasks done at low
refresh rates. The worst was placement done at 17
fps, with 44.4 SDSR. - When done at 33 fps and 5.6 SDSR accuracy
improved 90.
46 Influence of System Responsiveness on Object
Placement tasks
47 Influence of Feedback Multi-modality
- HF studies done at University of Birmingham in
late 90s to determine influence of force
feedback mode on task completion time in VR - Task was the manipulation of disks to construct
the Tower of Hanoi. - Four conditions non-immersive VR with 2-D
mouse, immersive (HMD) with 3-D mouse, immersive
with instrumented objects, and real objects - Use of instrumented objects (disks with a
tracker attached) to provide force feedback
augmented VR - Subjects were four male with six-months
experience in VR each - Each subject performed 10 trials for each
condition, conditions were randomized.
48 Influence of Feedback Multi-modality
Problem Stack three rings on another
pole Larger ring never on top of smaller one
Tower of Hanoi task
49 Influence of Feedback Multi-modality
3-D manipulation task Tower of Hanoi
(Boud et al., 2000)
50 Influence of Feedback Multi-modality
Tower of Hanoi performance
(Boud et al., 2000)
51 Influence of sensorial redundancy and
substitution
Definition Sensorial substitution (or
transposition) occurs whenever information that
is usually in one sensorial domain is presented
to the brain through another sensory
system. Sensorial redundancy involves the use of
several (at least two) sensorial domains to
present the same information to the subject.
52 Types of sensorial substitution
53 Influence of sensorial redundancy and
substitution
- HF studies done at Rutgers in mid 90s to
determine influence of force feedback mode on
task performance in VR - Task was the manipulation a deformable virtual
ball on a prescribed path, in shortest time - Ball needed to be deformed 10 of radius or
less - Subjects were male and female (volunteer
undergrad students), right handed, and none had
seen the system before - Subjects were divided in sub-groups, each having
a different force feedback modality and graphics
mode - Frame rate was maintained at 28 fps
- Each subject performed 12 trials separated by 15
seconds rest periods
54 Influence of sensorial redundancy and
substitution
3-D capturing and manipulation task setup
55 Influence of sensorial redundancy and
substitution
Sensorial substitution
56 Influence of sensorial redundancy and
substitution
RMI
Mean object deformation ()
RMII
3-D manipulation task
Force Feedback Modality
Effect of interface dynamic range on task
performance (Fabiani et al., 1996)
57 Sensorial Illusion
- This happens during cross-modal enhancement
when weak haptic feedback is supplemented by
another modality. Example - Bioccas study found that 30 of subjects
reported feeling the weight and inertia of
virtual objects when interacting with PinchGloves
58 Sensorial Illusion
- Another form of sensorial illusion in sensorial
conflict in which information from one sensorial
channel contradicts that received by another
sensorial channel. - An extreme case of sensorial conflict is
simulation sickness which will be discussed
later. - French researchers studied the boundary of
illusion between conflicting visual and haptic
feedback.
VC 7.1
59 Human factors in VR
Human Performance Efficiency
Societal Implications
(Stanney et al., 1998)
60 Effects of VR Simulations on users
The effects VR simulations have on users can be
classified as direct and indirect
Definitions Direct effects involve energy
transfer at the tissue level and are potentially
hazardous Indirect effects are neurological,
psychological, sociological,or cybersickness and
affect the user at a higher functional level.
61 Direct Effects of VR Simulations on Users
- Affect mainly the users visual system, but also
the auditory, skin and musculoskeletal systems - Effects on the skin and muscles are due to
haptic feedback at too high a level.
Even the Queen got a Wii (at age 81)
62 But users and their surroundings get injured
- The intensity of the game playing can lead to
injury. Statistics posted on http//www.wiihaveapr
oblem.com/damage.php show 41 people, 25 TVs, 19
lamps, 9 ceiling fans, 6 pets. etc
http//www.kctv5.com/health/14978010/detail.html
63 Direct Effects of VR Simulations on Users
- Effects on the visual system occur when the user
is subjected to high-intensity lights directed at
his eyes (like Lasers used in retinal displays
(if they malfunction), or IR LEDs as part of eye
tracking systems - An absence state can be induced in a user
subjected to pulsing lights at low frequency
(1-10 Hz) - Bright lights coupled with loud pulsing sounds
can induce migraines (20 of women and 10 of men
are prone to migraines. - Direct effects on the auditory system are due to
simulation noise that has too high a level (115
dB after more than 15 minutes)
64 Cyber sickness
- User safety concerns relate primarily to cyber
sickness, but also to body harm when haptic
feedback is provided - Cyber sickness is a form of motion sickness
present when users interact with virtual
environments - Cyber sickness has three forms
- Nausea and (in severe cases) vomiting
- Eye strain (Oculomotor disturbances)
- Disorientation, postural instability (ataxia)
and vertigo. - Flight simulators have an incidence of up to 60
of users experiencing simulation sickness
(military pilots elite group) - Studies suggest regular VR users are affected
more (up to 95) - (Stanney and Hash, 1998)
65 Cyber sickness Model
- Since many users are affected, it is important
to study cyber sickness, in order to reduce its
effects, and allow wide-spread use of VR - Few studies exist. Based on these the following
model was developed
Simulation sickness
Neural Conflict
Adaptation
Prior Experience
Human Body
Virtual Environment
Aftereffects
66 The Cyber sickness model
Simulation sickness
Neural Conflict
Adaptation
Prior Experience
Human Body
Virtual Environment
After-effects
67 System characteristics influencing cyber
sickness
- When VR technology has problems, it can induce
simulation sickness. Example - Tracker errors that induce a miss-match between
user motion and avatar motion in VR - System lag that produces large time delays
between user motion and simulation (graphics)
response. Lag is in turn influenced by tracking
sampling speed, computer power, communication
speed, and software optimization. - HMD image resolution and field of view. Poor
resolution and small FOV are not acceptable.
Large FOVs can also be problematic.
68 Influence of users characteristics on cyber
sickness
- The user characteristics can play an important
role in cyber sickness - Age that induce a miss-match between user motion
and avatar motion in VR - Health status. Sick users, including those that
take medication or drugs are more prone to cyber
sickness. - Pregnancy. Female users who are pregnant are
more prone to simulation sickness. - Susceptibility to motion sickness. Some people
are more prone to motion sickness than others.
Pilots are screened for such.
69 The Cyber sickness model
70 Influence of users degree of interactivity
on cyber sickness
- HF studies done at University of Central
Florida (Stanney and Hash, 1998) to determine
influence of user degree of control on cyber
sickness in VR - Task was 3-D navigation in a maze (shown below)
3-D navigation task (Stanney and Hash, 1988)
71 Influence of users degree of interactivity
on cyber sickness
- There were three control conditions
- Passive control users were taken on a ride
on a preprogrammed path, and had no input to the
simulation - Active control users navigated using a
joystick with 6 DOF - Combined active-passive control users
navigated using the same joystick, but with some
degrees of freedom disabled, based on
task-specific motions (doors, windows,
elevators) - There were eight subjects in each experimental
group (24 total, both male and female) They each
performed the task for 30 minutes - The virtual environment was displayed on a PC in
stereo, so subjects wore stereo glasses. - Results showed that active-passive control
reduced significantly cyber sickness effects.
Passive control did worse.
3-D navigation task (Stanney and Hash, 1988)
72 Influence of users degree of interactivity
on cyber sickness
- Active-passive control is better than active
control, because unnecessary motions are
eliminated, thus reducing the amount of neural
conflicts. Both reduce adaptation time. - Simulation sickness was self-reported by
subjects using a Simulation Sickness
Questionnaire (SSQ)
3-D navigation statistics (Stanney and Hash, 1988)
73 The Cyber sickness model
Simulation sickness
Neural Conflict
Adaptation
Prior Experience
Human Body
Virtual Environment
After-effects
74 Neural Conflict
- Occurs when simulation and body sensorial
feedbacks conflict - The conflict (sensorial rearrangements) can be
of three types - Type I two simultaneous conflicting signals (A
and B) example Information from a moving
platform does not coincide with the motion of
waves seen on an HMD. - Type II Signal A is present and B is not
example looking at a roller coaster simulation,
without a motion platform - Type III Signal B is present and signal A is
not flight simulation in fog (instrumented
flight). Motion platform moves, but visual
feedback is unchanged. - Since more information from the simulation
results in more conflict, it is logical that
neural conflict induced cyber sickness grows with
the duration of immersion in the VE.
75 Influence of exposure duration on cyber
sickness
- HF studies done at University of Central
Florida (Kennedy et al., 2000) to determine
influence of simulation duration on cyber
sickness - Task was flying a helicopter, and subjects were
military pilots - The data was divided according to duration in
- Simulation session of 1 hour or less
- 1 to 2 hours
- 2 to 3 hours
- Simulation session of over three hours
- It showed that there is a linear relationship
between duration of simulation and the degree of
simulation sickness Thus the duration of initial
exposure should be limited, to minimize
discomfort
76 Influence of simulation duration on cyber
sickness
Average Total Sickness Score
(Kennedy et al., 2000)
Flight Session Duration (in hours)
77 The Cyber sickness model
Simulation sickness
Neural Conflict
Adaptation
Prior Experience
Human Body
Virtual Environment
After-effects
78 Influence of repeated exposure on cyber
sickness
- HF studies done at University of Central
Florida (Kennedy et al., 2000) to determine
influence of user adaptation on cyber sickness - Since prior neural images play such an important
role in cyber sickness, can repeated exposure to
VR desensitize the user? - Study looked at military helicopter simulators,
thus subjects were pilots, and task was prone to
induce sickness (violent maneuvers). - The study used a Total Simulation Score with
a 35 as zero-point. Thus for military pilots 35
incidence of simulator sickness is considered
acceptable. For the general public it is not. - Results showed a significant reduction in TSS
after a few flights showing that the subject had
adapted to the neural mismatch. While mismatches
exist, there are considered as matches due to
prior experience.
79 Influence of repeated exposure - results
- The study did not indicate how long the
subsequent exposures should be, nor over what
time interval they should take place. It is
believed that no more than one week should
separate simulation sessions.
Cyber sickness scores vs. number of successive
flights (Kennedy et al., 2000)
80 Adaptation
Definition Adaptation to sensory rearrangement
is a semi-permanent change of perception and/or
perceptual-motor coordination that serves to
reduce or eliminate a registered discrepancy
between, or within, sensory modalities, or the
errors in behavior induced by this discrepancy.
81 Adaptation
Hand-eye coordination adaptation a) before VR
exposure b) initial mapping through artificial
offset c) adapted grasping d) aftereffects.
From Groen and Werkhoven 1998.
82 The Cyber sickness model
Simulation sickness
Neural Conflict
Adaptation
Prior Experience
Human Body
Virtual Environment
Aftereffects
83 Aftereffects
- Induced through adaptation to neural conflicts.
- Occur after the simulation session ended and can
last for hours or days - While adaptation is good, aftereffects may be
bad. Forms of aftereffects are - Flashbacks
- Sensation of self motion
- Headache and head spinning
- Diminished (remapped) hand-eye coordination
- Vestibular disturbances
- These aftereffects lead Navy and Marines to
institute grounding policies after simulator
flights. Other bans may be necessary (example
driving, biking, roof repair, operating
machinery, etc.).
84 Guidelines for Proper VR Usage
Meant to minimize the onset and severity of
cybersickness. They are largely qualitative
85 Guidelines for Proper VR Usage
86 Human factors in VR
Human Performance Efficiency
Health and Safety
Societal Implications
(Stanney et al., 1998)
87 Social implications of VR
- Violence of VR games are a concern, as additive
response could result. Violence may also induce
desensitization to real-world violence. This may
be another negative after-effect of VR. - Another social impact may be increased
individual isolation, through reduced societal
direct interaction and involvement.
Avatar-mediated interaction, while allowing
sharing of virtual worlds may not be a substitute
to direct human-human interaction. - Synthetic and distance learning using VR may not
adequately replace direct student-professor
interaction. Reduction in education quality may
result - Reduction in health-care quality may also be
present especially for mental health and
at-home rehabilitation.
88 Social implications of VR
Online societies such as the Alphaworld
89 Second Life Online Society http//secondlife.c
om
People become members, then can build communities
or islands, buy at virtual stores and play games.
An online 3D virtual world imagined and created
by its Residents
90 Second Life Online Society
Socialize
Create content
Events/Games
91 Second Life Online Society
92Mental rehabilitation VR systems
- One form of game-based mental training is the
Nintendo DS and Nintendo DS Lite - It allows seniors to have fun while playing
mind-challenging games, using a stylus and voice
input - Brain Age 2 has100 activities designed to help
work your brain and increase blood flow to the
prefrontal cortex.
93Mental rehabilitation VR systems
- When starting a new game, you will take a series
of tests that show how old your brain is (Brain
Age). - With daily training over weeks and months, you
can improve your mental acuity and lower your
Brain Age. - Can compete against others
94 Online Cognitive Rehabilitation
- The Lumosity Co. (lumosity.com) allows
subscription (10/month) to video games that
train the attention, memory, cognitive control
and processing speed with against-the-clock
games. - After 30 sessions subjects that played the games
also improved in independent tests of memory.
95The dangers of video games (general)
- Excessive game play can be fatal. In Korea, where
30 of the population subscribes to online
multiplayer games, one man died in 2005 after
playing 50 hours (almost non-stop) StarCraft. 3
Chinese died in 2007 after playing more than 50
hours, and 2 died in 2005. EverQuest is a 3D
online game played by more than 400,000 people
Games can lead to isolation, and suicide. Hudson
Wooley, an epileptic who was playing 12-hours per
day, eventually committed suicide.