Results 41 to 50 of about 6,780 (216)

A Content-Analysis Approach for Exploring Usability Problems in a Collaborative Virtual Environment [PDF]

open access: yes, 2018
As Virtual Reality (VR) products are becoming more widely available in the consumer market, improving the usability of these devices and environments is crucial.
Geszten, Dalma   +6 more
core   +1 more source

Reduction of cybersickness in head mounted displays use: A systematic review and taxonomy of current strategies

open access: yesFrontiers in Virtual Reality, 2023
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
doaj   +1 more source

Exploitation of multiplayer interaction and development of virtual puppetry storytelling using gesture control and stereoscopic devices [PDF]

open access: yes, 2016
With the rapid development of human-computer interaction technologies, the new media generation demands novel learning experiences with natural interaction and immersive experience. Considering that digital storytelling is a powerful pedagogical tool for
Chang, Jian   +5 more
core   +1 more source

The tutoring role of mentors working with adults and elderly people with learning disabilities using virtual environments [PDF]

open access: yes, 2009
This article outlines the potential of virtual training environments in the rehabilitation of adults and elderly people with learning disabilities. Before such virtual training environments are developed, tutoring roles for mentors working with adults ...
Brown, DJ, Standen, PJ
core   +1 more source

Reducing Cybersickness by Geometry Deformation [PDF]

open access: yes2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR), 2019
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.
Lou, Ruding, Chardonnet, Jean-Rémy
openaire   +3 more sources

RelaxVR: Cybersickness Reduction in Immersive Virtual Reality Through Explainable AI and Large Language Models

open access: yesIEEE Access
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

Security, Privacy and Safety Risk Assessment for Virtual Reality Learning Environment Applications

open access: yes, 2018
Social Virtual Reality based Learning Environments (VRLEs) such as vSocial render instructional content in a three-dimensional immersive computer experience for training youth with learning impediments.
Calyam, Prasad   +7 more
core   +1 more source

Virtual reality as a screening tool for sports concussion in adolescents [PDF]

open access: yes, 2012
PRIMARY OBJECTIVE: There is controversy surrounding the cognitive effects of sports concussion. This study aimed to verify whether the technique of virtual reality could aid in the identification of attention and inhibition deficits in adolescents. STUDY
A. Stipanicic   +4 more
core   +3 more sources

Using quantitative data on postural activity to develop methods to predict and prevent cybersickness

open access: yesFrontiers in Virtual Reality, 2022
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

Rapid, continuous movement between nodes as an accessible virtual reality locomotion technique [PDF]

open access: yes, 2018
The confounding effect of player locomotion on the vestibulo-ocular reflex is one of the principal causes of motion sickness in immersive virtual reality. Continuous motion is particularly problematic for stationary user configurations, and teleportation
Alapont, Sergio   +3 more
core   +1 more source

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