Results 31 to 40 of about 2,184 (162)
Humans rely on multiple senses to perceive their self-motion in the real world. For example, a sideways linear head translation can be sensed either by lamellar optic flow of the visual scene projected on the retina of the eye or by stimulation of ...
Juno Kim +3 more
doaj +1 more source
How different text display patterns affect cybersickness in augmented reality
Cybersickness remains a pivotal factor that impacts user experience in Augmented Reality (AR). Research probing into the relationship between AR reading tasks and cybersickness, particularly focusing on text display patterns and user characteristics, has
Jianing Zhang +6 more
doaj +1 more source
Pre-Exposure Cybersickness Assessment Within a Chronic Pain Population in Virtual Reality
Virtual Reality (VR) is being increasingly explored as an adjunctive therapy for distraction from symptoms of chronic pain. However, using VR often causes cybersickness; a condition with symptoms similar to those of motion and simulator sickness ...
Phillip Brown, Wendy Powell
doaj +1 more source
ABSTRACT Background Cognitive impairment is a common non‐motor symptom in Multiple Sclerosis (MS), negatively affecting autonomy and Quality of Life (QoL). Innovative rehabilitation strategies, such as semi‐immersive virtual reality (VR) and computerized cognitive training (CCT), may offer advantages over traditional cognitive rehabilitation (TCR ...
Maria Grazia Maggio +8 more
wiley +1 more source
Profiles of cybersickness symptoms
Cybersickness -- discomfort caused by virtual reality (VR) -- remains a significant problem that negatively affects the user experience. Research on individual differences in cybersickness has typically focused on overall sickness intensity, but a detailed understanding should include whether individuals differ in the relative intensity of ...
Jonathan Kelly +4 more
openaire +1 more source
Immersive virtual reality as a teaching tool in neuroanatomy: A scoping review
Abstract Basic core courses in various undergraduate programs, such as neuroanatomy, pose a challenge for students due to the large volume and complexity of the content. In this context, educational technologies such as immersive virtual reality (IVR), which allow students to actively interact with learning materials, offer a complementary pedagogical ...
Nathálya Gardênia de Holanda Marinho Nogueira +7 more
wiley +1 more source
Using quantitative data on postural activity to develop methods to predict and prevent cybersickness
In this article, we discuss general approaches to the design of interventions that are intended to overcome the problem of cybersickness among users of head-mounted display (HMD) systems.
George S. Bailey +2 more
doaj +1 more source
Abstract To compare a metaverse‐based interactive virtual reality (VR) session with a conventional 2D online lecture for learning cervicofacial anatomy. Single‐center, curriculum‐embedded, nonrandomized comparative study. Fourth‐year students attended a Zoom lecture (Conventional, n = 73); sixth‐year students completed an interactive VR session using ...
Taku Ito +6 more
wiley +1 more source
The Onset Threshold of Cybersickness in Constant and Accelerating Optical Flow
This study investigated the principal translational or rotational axis that evokes the most severe cybersickness by detecting constant velocity and acceleration thresholds on the onset of cybersickness.
Jiwon Kim, Taezoon Park
doaj +1 more source
Virtual Reality‐Based Vestibular Rehabilitation for Vestibular Migraine: A Randomized Trial
In this single‐blind randomized controlled trial, 40 patients with definite vestibular migraine were randomized 1:1 to home‐based vestibular rehabilitation alone (HB‐VestRehab, n = 20) or the same program plus eight clinic‐based virtual reality sessions (VR‐VestRehab, n = 20).
Gulce Kirazli +9 more
wiley +1 more source

