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Quantifying VR cybersickness using EEG
E Krokos, A Varshney - Virtual Reality, 2022 - Springer
Current techniques for characterizing cybersickness (visually induced motion sickness) in
virtual environments rely on qualitative questionnaires. For interactive graphics to create …
virtual environments rely on qualitative questionnaires. For interactive graphics to create …
Design guideline for develo** safe systems that apply electricity to the human body
The human body has unique electrical characteristics. These characteristics have been
investigated in various studies in human-computer interaction (HCI) and related research …
investigated in various studies in human-computer interaction (HCI) and related research …
[BOEK][B] Handbook of virtual environments: Design, implementation, and applications
KS Hale, KM Stanney - 2014 - books.google.com
This second edition of a bestseller presents systematic and extensive coverage of the
primary areas of research and development within VE technology. It brings together a …
primary areas of research and development within VE technology. It brings together a …
Beyond the eye: Multisensory contributions to the sensation of illusory self-motion (vection)
Vection is typically defined as the embodied illusion of self-motion in the absence of real
physical movement through space. Vection can occur in real-life situations (eg,'train illusion') …
physical movement through space. Vection can occur in real-life situations (eg,'train illusion') …
Reducing virtual reality sickness for cyclists in VR bicycle simulators
Virtual Reality (VR) bicycle simulations aim to recreate the feeling of riding a bicycle and are
commonly used in many application areas. However, current solutions still create …
commonly used in many application areas. However, current solutions still create …
Swivr-car-seat: Exploring vehicle motion effects on interaction quality in virtual reality automated driving using a motorized swivel seat
Autonomous vehicles provide new input modalities to improve interaction with in-vehicle
information systems. However, due to the road and driving conditions, the user input can be …
information systems. However, due to the road and driving conditions, the user input can be …
Adding proprioceptive feedback to virtual reality experiences using galvanic vestibular stimulation
We present a small and lightweight wearable device that enhances virtual reality
experiences and reduces cybersickness by means of galvanic vestibular stimulation (GVS) …
experiences and reduces cybersickness by means of galvanic vestibular stimulation (GVS) …
Omnidirectional galvanic vestibular stimulation in virtual reality
In this paper we propose omnidirectional galvanic vestibular stimulation (GVS) to mitigate
cybersickness in virtual reality applications. One of the most accepted theories indicates that …
cybersickness in virtual reality applications. One of the most accepted theories indicates that …
Walkingvibe: Reducing virtual reality sickness and improving realism while walking in vr using unobtrusive head-mounted vibrotactile feedback
Virtual Reality (VR) sickness is common with symptoms such as headaches, nausea, and
disorientation, and is a major barrier to using VR. We propose WalkingVibe, which applies …
disorientation, and is a major barrier to using VR. We propose WalkingVibe, which applies …
COMS-VR: Mobile virtual reality entertainment system using electric car and head-mounted display
We propose a novel virtual reality entertainment system using a car as a motion platform.
Motion platforms present a sensation of motion to the user using powerful actuators …
Motion platforms present a sensation of motion to the user using powerful actuators …