Toward Accurate Cybersickness Prediction in Virtual Reality: A Multimodal Physiological Modeling Approach. [PDF]
Cybersickness poses a significant challenge to the widespread adoption of virtual reality (VR), as it impairs user experience and operational performance.
Long Y, Wang T, Liu X, Li Y, Tao D.
europepmc +2 more sources
Electroencephalogram microstates and functional connectivity of cybersickness
Virtual reality (VR) is a rapidly developing technology that simulates the real world. However, for some cybersickness-susceptible people, VR still has an unanswered problem—cybersickness—which becomes the main obstacle for users and content makers ...
Sungu Nam +4 more
doaj +3 more sources
Cybersickness-induced EEG responses in curved monitor and head-mounted display. [PDF]
Cybersickness is a common issue in virtual reality (VR), yet addressing it remains challenging due to the lack of quantitative evaluation methods. To quantitatively assess cybersickness, this study examined electroencephalography (EEG) changes and ...
Lee DH, Jang KM, Lim HK.
europepmc +2 more sources
The virus lesson: Teaching viral structure and quasi-symmetry in mixed reality. [PDF]
Abstract Traditional approaches to teaching structural biology struggle to capture the dynamic, three‐dimensional nature of biomolecular structures. Viral capsids, which employ quasi‐symmetric arrangements, are especially difficult to conceptualize at the human scale.
Gardner A +4 more
europepmc +2 more sources
Investigating cortical activity during cybersickness by fNIRS
This study investigated brain responses during cybersickness in healthy adults using functional near-infrared spectroscopy (fNIRS). Thirty participants wore a head-mounted display and observed a virtual roller coaster scene that induced cybersickness ...
Sang Seok Yeo +2 more
doaj +3 more sources
The Impact of Virtual Reality Content Characteristics on Cybersickness and Head Movement Patterns. [PDF]
Virtual reality (VR) technology has gained popularity across various fields; however, its use often induces cybersickness, characterized by symptoms such as dizziness, nausea, and eye strain.
Park SY, Koo DK.
europepmc +2 more sources
Virtual reality locomotion methods differentially affect spatial orientation and cybersickness during maze navigation. [PDF]
Virtual reality (VR) is widely used in training, simulations, and industrial applications, yet effective locomotion remains challenging due to its impact on spatial orientation and cybersickness.
Hořejší P +3 more
europepmc +2 more sources
Is it all in your head? Reducing virtual reality induced cybersickness by pleasant odor imagery. [PDF]
Although immersive technologies such as virtual reality are constantly growing for personal and professional purposes, their use can often induce a transient state of discomfort known as cybersickness, resulting in numerous symptoms and perceptive-motor ...
Fantin L +4 more
europepmc +2 more sources
Cybersickness Variability by Race: Findings From 6 Studies and a Mini Meta-analysis
BackgroundWith the influx of medical virtual reality (VR) technologies, cybersickness has transitioned from a nuisance experienced during leisure activities to a potential safety and efficacy concern for patients and clinicians ...
Alison Jane Martingano +4 more
doaj +1 more source
BackgroundAlthough more people are experiencing cybersickness due to the popularization of virtual reality (VR), no official standard for the cause and reduction of cybersickness exists to date.
Yoon Sang Kim +3 more
doaj +1 more source

