Results 61 to 70 of about 2,184 (162)
Effects of Different Types of 3D Rest Frames on Reducing Cybersickness in a Virtual Environment
A virtual environment (VE) presents several kinds of sensory stimuli for creating a virtual reality. Some sensory stimuli presented in the VE have been reported to provoke cybersickness, which is caused by conflicts between sensory stimuli, especially ...
KyungHun Han +7 more
doaj +1 more source
Four representative screenshots from the 360° VR animation used in the study, showing visualizations of key pharmacological processes related to oral drug absorption and bioavailability. ABSTRACT Medication errors, often arising from insufficient pharmacology knowledge, can have serious consequences, highlighting the importance of effective ...
Jon Andsnes Berg +12 more
wiley +1 more source
ABSTRACT Objective To test the utility and acceptability of a novel VR training tool for community health practitioners in assessing diabetes‐related foot disease in Aboriginal and Torres Strait Islander people. Methods The VR program featured five virtual patient models and a range of interactive assessments covering essential clinical and triage ...
Neil McMillan +11 more
wiley +1 more source
Latency and Cybersickness: Impact, Causes, and Measures. A Review
Latency is a key characteristic inherent to any computer system. Motion-to-Photon (MTP) latency describes the time between the movement of a tracked object and its corresponding movement rendered and depicted by computer-generated images on a graphical ...
Jan-Philipp Stauffert +2 more
doaj +1 more source
ABSTRACT Introduction Consumer involvement is essential to ensure health service evaluations reflect what matters to those receiving care. This service improvement project describes how the evaluation of virtual reality (VR) in outpatient hand therapy was redesigned in partnership with consumers to better capture engagement with hand therapy.
Margo Coffey +3 more
wiley +1 more source
IntroductionThere is increasing use of head-worn displays to support immersive virtual reality (VR) experiences. However, users of such technology often encounter motion sickness-like effects, commonly termed cybersickness.
Shamus P. Smith +4 more
doaj +1 more source
Virtual Nature, Metaverse, and NAD⁺: A Narrative Review for Health Planning and Healthy Ageing
ABSTRACT Background and Aims Digital experiences—including virtual reality (VR), the metaverse, and exergaming—shape stress, mental health, and physical activity. While nature‐related and urban digital experiences influence health behaviors through different pathways, their impact on nicotinamide adenine dinucleotide (NAD⁺), a key mediator of cellular ...
Tohru Nakajima, Yukio Koibuchi
wiley +1 more source
Presence and Cybersickness in Virtual Reality Are Negatively Related: A Review
In order to take advantage of the potential offered by the medium of virtual reality (VR), it will be essential to develop an understanding of how to maximize the desirable experience of “presence” in a virtual space (“being there”), and how to minimize ...
Séamas Weech +4 more
doaj +1 more source

