Results 21 to 30 of about 2,184 (162)
The factor structure of cybersickness
Abstract Cybersickness embraces a range of clinical symptoms reported in response to simulated motion in a computer generated, virtual reality environment. The Simulator Sickness Questionnaire (SSQ) has been the standard tool for measuring observed responses; however, many of the observed SSQ variables are highly correlated, so it is not clear which ...
Susan Bruck, Paul A. Watters
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Machine learning methods for the study of cybersickness: a systematic review
This systematic review offers a world-first critical analysis of machine learning methods and systems, along with future directions for the study of cybersickness induced by virtual reality (VR).
Alexander Hui Xiang Yang +2 more
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Temporal Development of Sense of Presence and Cybersickness during an Immersive VR Experience
Following the advances in modern head-mounted displays, research exploring the human experience of virtual environments has seen a surge in interest.
Sebastian Thorp +2 more
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Estimating the sensorimotor components of cybersickness [PDF]
The user base of the virtual reality (VR) medium is growing, and many of these users will experience cybersickness. Accounting for the vast interindividual variability in cybersickness forms a pivotal step in solving the issue. Most studies of cybersickness focus on a single factor (e.g., balance, sex, or vection), while other contributors are ...
Weech, Séamas +2 more
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This literature review examines the existing research into cybersickness reduction with regards to head mounted display use. Cybersickness refers to a collection of negative symptoms sometimes experienced as the result of being immersed in a virtual ...
Samuel Ang, John Quarles
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Introduction: This exploratory study aims to participate in the development of the VR framework by focusing on the issue of cybersickness. The main objective is to explore the possibilities of predicting cybersickness using i) field dependence ...
Arthur Maneuvrier +3 more
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Toward Systematic Control of Cybersickness
Visually induced motion sickness, or “cybersickness”, has been well documented in all kinds of vehicular simulators and in many virtual environments. It probably occurs in all virtual environments. Cybersickness has many known determinants, including (a short list) field-of-view, flicker, transport delays, duration of exposure, gender, and ...
Jones, Marshall B. +2 more
openaire +3 more sources
Motion sickness and cybersickness – Sensory mismatch
The use of virtual reality (VR) with head-mounted displays (HMD) may cause side effects called cybersickness with symptoms comparable to those of motion sickness. In this study, we explored whether individual balance characteristics and self-reported tendency to motion sickness could be related to cybersickness vulnerability.
U. Laessoe +4 more
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Virtual reality (VR) systems are susceptible to cybersickness, significantly hindering user immersion. Very recently, researchers introduced explainable artificial intelligence (XAI) enabled methods for detecting and explaining cybersickness features ...
Ripan Kumar Kundu, Khaza Anuarul Hoque
doaj +1 more source
Background: Given that VR is used in multiple domains, understanding the effects of cybersickness on human cognition and motor skills and the factors contributing to cybersickness is becoming increasing important.
Panagiotis Kourtesis +2 more
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