Results 91 to 100 of about 4,392 (192)

Is video gaming a cure for cybersickness? Gamers experience less cybersickness than non-gamers in a VR self-motion task [PDF]

open access: yes
Cybersickness remains a major drawback of Virtual Reality (VR) headsets, as a breadth of stationary experiences with visual self-motion can result in visually-induced motion sickness.
Pollick, Frank   +5 more
core   +1 more source

Measuring and minimizing cybersickness in virtual reality [PDF]

open access: yes, 2019
Virtual Reality (VR) technology immerses users in a three-dimensional virtual environment. The use of VR technology, through Head Mounted Displays (HMDs), is predicted to increase exponentially in the near future. However, there are usability issues with
McHugh, Natalie
core   +1 more source

Adaptation and Validation of the Simulator Sickness Questionnaire to Portuguese (SSQp) Based on Immersive Virtual Reality Exposure

open access: yesIEEE Access
Cybersickness refers to the negative symptoms caused by exposure to a Virtual Reality (VR) experience. The literature is consensual that cybersickness is a key factor in an experience, as the non-existence of cybersickness provides an optimal virtual ...
Guilherme Goncalves   +4 more
doaj   +1 more source

Introduction of Cybersickness [PDF]

open access: yesKorean Journal of Otorhinolaryngology-Head and Neck Surgery, 2019
Hayoung Byun, Chul Won Park
openaire   +1 more source

Cybersickness detection during virtual reality experiences

open access: yes
openNegli ultimi anni, la realtà virtuale ha permeato la vita quotidiana, rivoluzionando settori che vanno dall'impresa all'intrattenimento personale. Tuttavia, questa esperienza simulata può causare il fenomeno della cybersickness, una condizione di ...
RAO, LUCA
core  

Scene movement: an important cause of cybersickness

open access: yes, 2002
Head-coupled (head-steered) virtual reality display systems can cause motion sickness (cyber-sickness). This chapter reviews past literature on cybersickness and reports two series of experiments conducted to identify the cause(s) of cybersickness.
Lo, W.T., So, R.H.Y.
core  

UQAC Cybersickness Research Toolkit

open access: yes
This OSF project provides a collection of protocols, measures, and tools developed by researchers for researchers for the assessment and monitoring of participants well being when engaging in XR cybersickness studies.
Pascal E. Fortin   +2 more
core   +1 more source

Modulation of VR-HMD-induced cybersickness using cathodal transcranial direct current stimulation: a functional near-infrared spectroscopy study

open access: yesFrontiers in Virtual Reality
Virtual reality head-mounted displays (VR-HMDs) can induce cybersickness symptoms, including nausea, dizziness, and disorientation, due to sensory conflicts between visual and vestibular inputs.
Seong Ho Yun   +2 more
doaj   +1 more source

Biosignals for assessment of cybersickness

open access: yes, 2019
Invited lecture held on April 5, 2019 at the Faculty of Electrical Engineering, University of Ljubljana, Slovenia at the Laboratory of Information Technologies LaIT. More at: http://www.lait.fe.uni-lj.si/en/home-2/il/2019-miljkovic/. The lecture was followed by the electrogastrography (EGG) demo: http://www.lait.fe.uni-lj.si/en/home-2/il/2019-egg-hands-
openaire   +1 more source

Is it all in your head? Reducing virtual reality induced cybersickness by pleasant odor imagery.

open access: yesPLoS ONE
Although immersive technologies such as virtual reality are constantly growing for personal and professional purposes, their use can often induce a transient state of discomfort known as cybersickness, resulting in numerous symptoms and perceptive-motor ...
Luca Fantin   +4 more
doaj   +1 more source

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