[HTML][HTML] A systematic survey on cybersickness in virtual environments

AN Ramaseri Chandra, F El Jamiy, H Reza - Computers, 2022‏ - mdpi.com
Virtual reality (VR) is an emerging technology with a broad range of applications in training,
entertainment, and business. To maximize the potentials of virtual reality as a medium, the …

Immersive virtual reality health games: a narrative review of game design

G Tao, B Garrett, T Taverner, E Cordingley… - … of NeuroEngineering and …, 2021‏ - Springer
Background High quality head-mounted display based virtual reality (HMD-VR) has become
widely available, spurring greater development of HMD-VR health games. As a behavior …

Cyber sickness in low-immersive, semi-immersive, and fully immersive virtual reality

S Martirosov, M Bureš, T Zítka - Virtual Reality, 2022‏ - Springer
It is known that virtual reality (VR) experience may cause cyber sickness. One aspect of VR
is an immersion or otherwise sense of presence, the sense of feeling oneself in a virtual …

[HTML][HTML] Recommendations for methodology of virtual reality clinical trials in health care by an international working group: iterative study

B Birckhead, C Khalil, X Liu, S Conovitz, A Rizzo… - JMIR mental …, 2019‏ - mental.jmir.org
Background: Therapeutic virtual reality (VR) has emerged as an efficacious treatment
modality for a wide range of health conditions. However, despite encouraging outcomes …

What makes immersive virtual reality the ultimate empathy machine? Discerning the underlying mechanisms of change

B Barbot, JC Kaufman - Computers in Human Behavior, 2020‏ - Elsevier
Recent research has emphasized the promise of Immersive Virtual Reality (IVR) to bolster
empathy. The underlying mechanisms of such an intriguing outcome are, however …

Psychometric evaluation of Simulator Sickness Questionnaire and its variants as a measure of cybersickness in consumer virtual environments

V Sevinc, MI Berkman - Applied ergonomics, 2020‏ - Elsevier
Cybersickness, ie visually induced motion sickness, remains as a negative effect that is
detrimental to the user experience of VEs (virtual environments) developed for VR (virtual …

Cybersickness and its severity arising from virtual reality content: A comprehensive study

H Oh, W Son - Sensors, 2022‏ - mdpi.com
Virtual reality (VR) experiences often elicit a negative effect, cybersickness, which results in
nausea, disorientation, and visual discomfort. To quantitatively analyze the degree of …

Implementing virtual and augmented reality tools for radiology education and training, communication, and clinical care

RN Uppot, B Laguna, CJ McCarthy, G De Novi… - Radiology, 2019‏ - pubs.rsna.org
Advances in virtual immersive and augmented reality technology, commercially available for
the entertainment and gaming industry, hold potential for education and clinical use in …

Tap** into the wearable device revolution in the work environment: a systematic review

J Khakurel, H Melkas, J Porras - Information Technology & People, 2018‏ - emerald.com
Purpose The purpose of this paper is to expand current knowledge about the recent trend of
wearable technology to assess both its potential in the work environment and the challenges …

Immersive virtual field trips in education: A mixed‐methods study on elementary students' presence and perceived learning

I Han - British Journal of Educational Technology, 2020‏ - Wiley Online Library
The purpose of this study was to investigate the influence of immersive virtual field trips
(VFTs) with head‐mounted displays (HMDs) on the presence and perceived learning. A …