Results 131 to 140 of about 2,184 (162)

Developing immersive virtual exposures for obsessive-compulsive disorder – Protocol for a Randomised, Controlled, Proof-of-Concept Feasibility Trial

open access: yes
Costa MPd   +10 more
europepmc   +1 more source

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

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

Does Pinocchio get Cybersickness? The Mitigating Effect of a Virtual Nose on Cybersickness

AHFE International, 2023
Virtual reality (VR) has many applications. However, not all users can enjoy them equally due to cybersickness, a form of visually induced motion sickness in VR. To increase the accessibility of VR, countermeasures against cybersickness are needed. The requirements for a good countermeasure are a reasonable effect size, especially since susceptibility ...
openaire   +1 more source

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

Cybersickness and migraine triggers

Proceedings of the 29th Australian Conference on Computer-Human Interaction, 2017
Cybersickness is a challenge for the implementation and enjoyment of virtual reality. There are many similarities in symptoms between cybersickness and migraine, therefore migraine research may help us better understand cybersickness. This paper investigates if many common migraine triggers affect cybersickness in virtual reality, by reviewing existing
Andrew W. L. Paroz, Leigh Ellen Potter
openaire   +1 more source

Motion Sickness Conditioning to Reduce Cybersickness

Symposium on Spatial User Interaction, 2021
We present a remote longitudinal experiment to assess the effectiveness of a common motion sickness conditioning technique (MSCT), the Puma method, on cybersickness in VR. Our goal was to evaluate benefits of conditioning techniques as an alternative to visual cybersickness reduction methods (e.g., viewpoint restriction) or habituation approaches which
Assem Kroma   +2 more
openaire   +1 more source

Home - About - Disclaimer - Privacy