Results 131 to 140 of about 2,187 (174)

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 ...
Susan Bruck, Paul Watters
exaly   +3 more sources

A Virtual Assistant for Cybersickness Care

2020 IEEE 33rd International Symposium on Computer-Based Medical Systems (CBMS), 2020
We present an avatar and task-oriented dialog agent for monitoring user discomfort during a virtual reality (VR) cognitive exercise and providing personalized information and advice on its relief. The goal of this approach is to provide instantaneous assistance to users for a more comfortable VR experience, thereby enabling them to spend more time on ...
Harmouche, Rola   +5 more
openaire   +2 more sources

A Systematic Review of Cybersickness

Proceedings of the 2014 Conference on Interactive Entertainment, 2014
The uptake of new interface technologies, such as the Oculus Rift have generated renewed interest in virtual reality especially for private entertainment use. However, long standing issues with unwanted side effects, such as nausea from cybersickness, continue to impact on the general use of devices such as head mounted displays.
Simon Davis   +2 more
openaire   +1 more source

Factors of Cybersickness

2017
As virtual reality (VR) applications expand in private and public sector contexts, so do reports of sickness elicited within VR systems. Users of head mounted VR displays frequently report symptoms similar, but not identical, to those of motion sickness and simulator sickness.
Bockelman, Patricia, Lingum, Deanna
openaire   +2 more sources

Review on cybersickness in applications and visual displays

Virtual Reality, 2016
Cybersickness is an affliction common to users of virtual environments. Similar in symptoms to motion sickness, cybersickness can result in nausea, headaches, and dizziness. With these systems becoming readily available to the general public, reports of cybersickness have increased and there is a growing concern about the safety of these systems.
Lisa Rebenitsch
exaly   +2 more sources

Individual variation in susceptibility to cybersickness

Proceedings of the 27th annual ACM symposium on User interface software and technology, 2014
We examined background characteristics of virtual reality participants in order to determine correlations to cybersickness. As 3D media and new VR display technologies from companies such as Occulus and Sony become more popular, the incidence of cybersickness is likely to increase.
Lisa Rebenitsch, Charles B. Owen
openaire   +1 more source

Use of physiological signals to predict cybersickness

Displays, 2016
Abstract Cybersickness is a common and unpleasant side effect of virtual reality immersion. We measured physiological changes that were experienced by seated subjects who interacted with a virtual environment (VE) first while viewing a display monitor and second while using a head-mounted display (HMD).
Michael D'Zmura
exaly   +2 more sources

Mitigation of Cybersickness in Immersive 360°Videos

2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW), 2021
We investigate the mitigation of cybersickness (CS) in 360° videos, a phenomenon caused by the visually induced impression of ego-motion while being physically at rest. We evaluate the effectiveness of scene modulations to reduce motion in the peripheral visual field by deliberately blurring or opaque occluding eccentric view areas of up to ten degrees.
Colin Groth   +5 more
openaire   +1 more source

Characteristic changes in the physiological components of cybersickness

Psychophysiology, 2005
AbstractWe investigated the characteristic changes in the physiology of cybersickness when subjects were exposed to virtual reality. Sixty‐one participants experienced a virtual navigation for a total of 9.5 min, and were required to detect specific virtual objects.
Hyun Taek Kim
exaly   +3 more sources

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