Results 31 to 40 of about 4,392 (192)
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
openaire +2 more sources
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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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
doaj +1 more source
Cybersickness adaptation and generalization
Cybersickness adaptation occurs when cybersickness symptoms are reduced after repeated exposure to a virtual reality (VR) simulation. This study asks whether such adaptation generalizes across simulations (e.g., from one VR game to another)
Jonathan Kelly, Taylor Doty
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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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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
doaj +1 more source
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
doaj +1 more source
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
openaire +4 more sources
Cybersickness is a common phenomenon in Virtual Reality (VR), resulting in symptoms like nausea, dizziness, headaches, disorientation, or tiredness. As VR applications are characterised by an interactive environment, users often navigate in the virtual ...
Fabienne Andrees, Judith Josupeit
core +1 more source

