Results 141 to 150 of about 2,184 (162)

Factors impacting cybersickness [PDF]

open access: possible, 2021
У розділі розглянуто чинники, що спричиняють кіберхвороби.
Lawson, B.D.   +5 more
openaire  

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.
openaire   +1 more source

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
openaire   +1 more source

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 ...
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.
Young Youn, Kim   +4 more
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, 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).
Mark S. Dennison   +2 more
openaire   +1 more source

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
openaire   +1 more source

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

The psychometrics of cybersickness

Communications of the ACM, 1997
Stanney, Kay M., Kennedy, Robert S.
openaire   +2 more sources

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