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Cybersickness is a drawback of virtual reality (VR), which also affects the cognitive and motor skills of users. The Simulator Sickness Questionnaire (SSQ) and its variant, the Virtual Reality Sickness Questionnaire (VRSQ), are two tools that measure ...
Panagiotis Kourtesis +4 more
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Cybersickness: a Multisensory Integration Perspective [PDF]
AbstractIn the past decade, there has been a rapid advance in Virtual Reality (VR) technology. Key to the user’s VR experience are multimodal interactions involving all senses. The human brain must integrate real-time vision, hearing, vestibular and proprioceptive inputs to produce the compelling and captivating feeling of immersion in a VR environment.
Gallagher, M., Ferrè, Elisa Raffaella
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The Psychometrics of Cybersickness in Augmented Reality [PDF]
Augmented reality (AR) is rapidly being adopted by industry leaders and militaries around the globe. With the Defense Health Agency pushing AR as a solution to the distributed learning problem, along with AR applications being explored within primary care and operational medical settings, it is crucial for these immersive platforms to have a ...
Claire L. Hughes +4 more
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Immersive Virtual Reality (VR) systems are expanding as sensorimotor readaptation tools for older adults. However, this purpose may be challenged by cybersickness occurrences possibly caused by sensory conflicts. This study aims to analyze the effects of
Marie-Philippine Séba +3 more
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Quantifying VR cybersickness using EEG [PDF]
AbstractCurrent techniques for characterizing cybersickness (visually induced motion sickness) in virtual environments rely on qualitative questionnaires. For interactive graphics to create visual experiences that enhance the illusion of presence while mitigating cybersickness, interactive measures are needed to characterize cybersickness.
Eric Krokos, Amitabh Varshney
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Reducing Cybersickness by Geometry Deformation [PDF]
One major and well-known issue that occurs during VR experience is the appearance of cybersickness, which refrains users from accepting VR technologies. The induced cybersickness is due to a self-motion feeling that is produced when users see objects moving in the virtual world.
Ruding Lou, Jean-Rémy Chardonnet
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Reducing Cybersickness in 360-Degree Virtual Reality [PDF]
Abstract Despite the technological advancements in Virtual Reality (VR), users are constantly combating feelings of nausea and disorientation, the so-called cybersickness . Cybersickness symptoms cause severe discomfort and hinder the immersive VR experience.
Iqra Arshad +4 more
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Tolerance of immersive head-mounted virtual reality among older nursing home residents
IntroductionVirtual Reality (VR) is a tool that is increasingly used in the aging population. Head-Mounted Displays (HMDs) are stereoscopic vision devices used for immersive VR.
Hajer Rmadi +8 more
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Clinical predictors of cybersickness in virtual reality (VR) among highly stressed people
The use of virtual reality (VR) in the treatment of psychiatric disorders is increasing, and cybersickness has emerged as an important obstacle to overcome. However, the clinical factors affecting cybersickness are still not well understood.
Hyewon Kim +7 more
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Virtual Reality Is Sexist: But It Does Not Have to Be
The aim of this study was to assess what drives gender-based differences in the experience of cybersickness within virtual environments. In general, those who have studied cybersickness (i.e., motion sickness associated with virtual reality [VR] exposure)
Kay Stanney +2 more
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