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 …
be essential to develop an understanding of how to maximize the desirable experience of …
A review of cybersickness in head-mounted displays: raising attention to individual susceptibility
Cybersickness still poses a significant challenge to the widespread usage of virtual reality,
leading to different levels of discomfort and potentially breaking the immersive experience …
leading to different levels of discomfort and potentially breaking the immersive experience …
Identifying causes of and solutions for cybersickness in immersive technology: reformulation of a research and development agenda
Immersive technologies, such as virtual and augmented reality, initially failed to live up to
expectations, but have improved greatly, with many new head-worn displays and associated …
expectations, but have improved greatly, with many new head-worn displays and associated …
A narrative review of immersive virtual reality's ergonomics and risks at the workplace: cybersickness, visual fatigue, muscular fatigue, acute stress, and mental …
This narrative review synthesizes and introduces 386 previous works about virtual reality-
induced symptoms and effects by focusing on cybersickness, visual fatigue, muscle fatigue …
induced symptoms and effects by focusing on cybersickness, visual fatigue, muscle fatigue …
Motion sickness in virtual reality: An empirical evaluation
Due to rapid growth in Virtual Reality (VR) technology, the industry of VR is expected to grow
around $26.89 billion by 2022. However, with its extensive growth and immersive inclusion …
around $26.89 billion by 2022. However, with its extensive growth and immersive inclusion …
Cybersickness in head-mounted displays is caused by differences in the user's virtual and physical head pose
Sensory conflict, eye-movement, and postural instability theories each have difficulty
accounting for the motion sickness experienced during head-mounted display based virtual …
accounting for the motion sickness experienced during head-mounted display based virtual …
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 …
You're making me sick: A systematic review of how virtual reality research considers gender & cybersickness
While multiple studies suggest that female-identified participants are more likely to
experience cybersickness in virtual reality (VR), our systematic review of 71 eligible VR …
experience cybersickness in virtual reality (VR), our systematic review of 71 eligible VR …
Predicting cybersickness using individual and task characteristics
The experience of cybersickness in virtual reality (VR) drastically differs between users,
likely due to variability in individual and task characteristics, leaving cybersickness as a …
likely due to variability in individual and task characteristics, leaving cybersickness as a …
Narrative and gaming experience interact to affect presence and cybersickness in virtual reality
Research has established a link between presence and cybersickness in virtual
environments, but there is significant disagreement regarding the directionality of the …
environments, but there is significant disagreement regarding the directionality of the …