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 …

Design guideline for develo** safe systems that apply electricity to the human body

M Kono, T Takahashi, H Nakamura, T Miyaki… - ACM Transactions on …, 2018 - dl.acm.org
The human body has unique electrical characteristics. These characteristics have been
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 …

Beyond the eye: Multisensory contributions to the sensation of illusory self-motion (vection)

BE Riecke, B Murovec, JL Campos, B Keshavarz - Multisensory Research, 2023 - brill.com
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') …

Reducing virtual reality sickness for cyclists in VR bicycle simulators

A Matviienko, F Müller, M Zickler, LA Gasche… - Proceedings of the …, 2022 - dl.acm.org
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 …

Swivr-car-seat: Exploring vehicle motion effects on interaction quality in virtual reality automated driving using a motorized swivel seat

M Colley, P Jansen, E Rukzio… - Proceedings of the ACM …, 2021 - dl.acm.org
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 …

Adding proprioceptive feedback to virtual reality experiences using galvanic vestibular stimulation

M Sra, A Jain, P Maes - Proceedings of the 2019 CHI conference on …, 2019 - dl.acm.org
We present a small and lightweight wearable device that enhances virtual reality
experiences and reduces cybersickness by means of galvanic vestibular stimulation (GVS) …

Omnidirectional galvanic vestibular stimulation in virtual reality

C Groth, JP Tauscher, N Heesen… - IEEE transactions on …, 2022 - ieeexplore.ieee.org
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 …

Walkingvibe: Reducing virtual reality sickness and improving realism while walking in vr using unobtrusive head-mounted vibrotactile feedback

YH Peng, C Yu, SH Liu, CW Wang, P Taele… - Proceedings of the …, 2020 - dl.acm.org
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 …

COMS-VR: Mobile virtual reality entertainment system using electric car and head-mounted display

R Kodama, M Koge, S Taguchi… - 2017 IEEE symposium …, 2017 - ieeexplore.ieee.org
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 …