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The impact of task workload on cybersickness [PDF]

open access: yesFrontiers in Virtual Reality, 2022
This study explored the impact of task workload on virtual reality (VR) cybersickness. Cybersickness is a negative side effect of using VR to which many users are susceptible.
Nathan C. Sepich   +9 more
doaj   +5 more sources

Cybersickness and Its Severity Arising from Virtual Reality Content: A Comprehensive Study

open access: yesSensors, 2022
Virtual reality (VR) experiences often elicit a negative effect, cybersickness, which results in nausea, disorientation, and visual discomfort. To quantitatively analyze the degree of cybersickness depending on various attributes of VR content (i.e ...
Heeseok Oh, Wookho Son
exaly   +3 more sources

Interventional Feasibility Study Investigating Virtual Reality-Based Gait Assessment With Orthoses in People With Multiple Sclerosis: A Study Protocol. [PDF]

open access: yesClin Transl Sci
ABSTRACT Multiple sclerosis (MS) often leads to significant impairments in gait and mobility. Although walking braces are commonly prescribed, their real‐world effectiveness is limited by insufficient adaptation. Traditional clinical assessments rely on subjective scales and may not fully reflect daily‐life challenges.
Marcaccini K   +11 more
europepmc   +2 more sources

The factor structure of cybersickness

open access: yesDisplays, 2011
Abstract Cybersickness embraces a range of clinical symptoms reported in response to simulated motion in a computer generated, virtual reality environment. The Simulator Sickness Questionnaire (SSQ) has been the standard tool for measuring observed responses; however, many of the observed SSQ variables are highly correlated, so it is not clear which ...
Paul Watters, Susan Bruck
exaly   +4 more sources

Electroencephalogram microstates and functional connectivity of cybersickness

open access: yesFrontiers in Human Neuroscience, 2022
Virtual reality (VR) is a rapidly developing technology that simulates the real world. However, for some cybersickness-susceptible people, VR still has an unanswered problem—cybersickness—which becomes the main obstacle for users and content makers ...
Sungu Nam   +4 more
doaj   +3 more sources

Cybersickness in Virtual Reality: The Role of Individual Differences, Its Effects on Cognitive Functions and Motor Skills, and Intensity Differences during and after Immersion

open access: yesVirtual Worlds
Background: Given that VR is used in multiple domains, understanding the effects of cybersickness on human cognition and motor skills and the factors contributing to cybersickness is becoming increasing important.
Panagiotis Kourtesis, Petros Roussos
exaly   +3 more sources

Toward Accurate Cybersickness Prediction in Virtual Reality: A Multimodal Physiological Modeling Approach [PDF]

open access: yesSensors
Cybersickness poses a significant challenge to the widespread adoption of virtual reality (VR), as it impairs user experience and operational performance.
Yang Long   +4 more
doaj   +2 more sources

Cybersickness-induced EEG responses in curved monitor and head-mounted display [PDF]

open access: yesScientific Reports
Cybersickness is a common issue in virtual reality (VR), yet addressing it remains challenging due to the lack of quantitative evaluation methods. To quantitatively assess cybersickness, this study examined electroencephalography (EEG) changes and ...
Dong-Hyun Lee   +2 more
doaj   +2 more sources

To VR or not to VR: assessing cybersickness in navigational tasks at different levels of immersion

open access: yesFrontiers in Virtual Reality
The advent of affordable, high-quality virtual reality (VR) devices has revolutionized experimental research in cognitive psychology and neuroscience, offering more immersive and naturalistic environments for studying skills like spatial navigation ...
Luis Eudave, Martín Martínez
exaly   +3 more sources

Presence and Cybersickness in Virtual Reality Are Negatively Related: A Review

open access: yesFrontiers in Psychology, 2019
In order to take advantage of the potential offered by the medium of virtual reality (VR), it will be essential to develop an understanding of how to maximize the desirable experience of “presence” in a virtual space (“being there”), and how to minimize ...
Michael Barnett-Cowan   +2 more
exaly   +3 more sources

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