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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 ...
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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
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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
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Managing cybersickness in virtual reality

XRDS: Crossroads, The ACM Magazine for Students, 2015
If the physical side effects associated with virtual reality are not managed, the widespread adoption of VR may come to a halt.
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Cybersickness is Not Simulator Sickness

Proceedings of the Human Factors and Ergonomics Society Annual Meeting, 1997
Factor analysis of a large number of motion sickness self-reports from exposure to military flight simulators revealed three separate clusters of symptoms. Based on this analysis a symptom profile emerged for simulators where Oculomotor symptoms predominated, followed by Nausea and least by Disorientation-like symptoms.
Stanney, Kay M.   +2 more
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A discussion of cybersickness in virtual environments

ACM SIGCHI Bulletin, 2000
An important and troublesome problem with current virtual environment (VE) technology is the tendency for some users to exhibit symptoms that parallel symptoms of classical motion sickness both during and after the VE experience. This type of sickness, cybersickness, is distinct from motion sickness in that the user is often stationary but has a ...
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Factors impacting cybersickness [PDF]

open access: possible, 2021
У розділі розглянуто чинники, що спричиняють кіберхвороби.
Lawson, B.D.   +5 more
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The effects of cybersickness on persons with multiple sclerosis

Proceedings of the 22nd ACM Conference on Virtual Reality Software and Technology, 2016
Cybersickness is commonly experienced by the users in immersive Virtual Environments (VE). It has symptoms similar to Motion Sickness, such as dizziness, nausea etc. Although there have been many cybersickness experiments conducted with persons without disabilities, persons with disabilities, such as Multiple Sclerosis (MS), have been minimally studied.
Imtiaz Muhammad Arafat   +2 more
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The psychometrics of cybersickness

Communications of the ACM, 1997
Stanney, Kay M., Kennedy, Robert S.
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Cybersickness Among Gamers: An Online Survey

2019
In recent years a trend of head-mounted displays (HMDs) appears on the consumer market and it expands the entertainment dimension by adding a new segment to it called virtual reality (VR) gaming. However, VR games not only bring enjoyment to the players, but they also bring discomfort called cybersickness.
Stanislava Rangelova   +2 more
openaire   +1 more source

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