Results 41 to 50 of about 2,184 (162)
Mitigating Cybersickness in Virtual Reality Systems through Foveated Depth-of-Field Blur
Cybersickness is one of the major roadblocks in the widespread adoption of mixed reality devices. Prolonged exposure to these devices, especially virtual reality devices, can cause users to feel discomfort and nausea, spoiling the immersive experience ...
Razeen Hussain +2 more
doaj +1 more source
ABSTRACT Background Testicular cancer (TC) is the most common malignancy amongst adolescents and young adults (AYAs) aged 15–39 years assigned male at birth. Survivors often experience late effects of treatment and report unmet supportive care needs.
Mohamad M. Saab +30 more
wiley +1 more source
As online shopping has increased, the business models of online stores have diversified. When consumers cannot experience an actual product, merchants will promote products through a display to attract customers.
Cheng-Li Liu, Shiaw-Tsyr Uang
doaj +1 more source
Unexpected Vection Exacerbates Cybersickness During HMD-Based Virtual Reality
Visually induced illusions of self-motion (vection) are thought to cause cybersickness during head-mounted display based virtual reality (HMD VR). However, the empirical support for this widespread belief is rather mixed.
Joel Teixeira +2 more
doaj +1 more source
The Effect of Cybersickness of an Immersive Wheelchair Simulator
Abstract A key challenge that Immersive applications have to overcome is cybersickness. Cybersickness is particularly prevalent in dynamic applications such as vehicles simulators. The work presented here aims to understand the cause of cybersickness symptoms in an assistive technology (AT) application, the virtual wheelchair training simulator. This
Débora Pereira Salgado +5 more
openaire +2 more sources
Splatshop: Efficiently Editing Large Gaussian Splat Models
Abstract We present Splatshop, a highly optimized toolbox for interactive editing (selection, deletion, painting, transformation, …) of 3D Gaussian Splatting models. Utilizing a comprehensive collection of heuristic approaches, we carefully balance between exact and fast rendering to enable precise editing without sacrificing real‐time performance. Our
Markus Schütz +5 more
wiley +1 more source
Aim To explore children's and young people's experiences with extended reality (XR) in rehabilitation, their perceptions of its benefits and challenges, and their visions for its future integration. Method A qualitative, interpretive, descriptive study was conducted using semi‐structured interviews and focus groups with children and young people who ...
Jéromine Hervo +8 more
wiley +1 more source
Although Virtual Reality (VR) holds massive potential, its applicability still faces challenges because some individuals experience cybersickness. This phenomenon includes general discomfort, disorientation, and/or nausea, and it threatens not only a ...
Judith Josupeit
doaj +1 more source
To VR or not to VR: assessing cybersickness in navigational tasks at different levels of immersion
The advent of affordable, high-quality virtual reality (VR) devices has revolutionized experimental research in cognitive psychology and neuroscience, offering more immersive and naturalistic environments for studying skills like spatial navigation ...
Luis Eudave, Martín Martínez
doaj +1 more source
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 +1 more source

