A review of cybersickness in head-mounted displays: raising attention to individual susceptibility

N Tian, P Lopes, R Boulic - Virtual Reality, 2022 - Springer
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 …

Multi-view stereo in the deep learning era: A comprehensive review

X Wang, C Wang, B Liu, X Zhou, L Zhang, J Zheng… - Displays, 2021 - Elsevier
Multi-view stereo infers the 3D geometry from a set of images captured from several known
positions and viewpoints. It is one of the most important components of 3D reconstruction …

Cybersickness in head-mounted displays is caused by differences in the user's virtual and physical head pose

S Palmisano, RS Allison, J Kim - Frontiers in Virtual Reality, 2020 - frontiersin.org
Sensory conflict, eye-movement, and postural instability theories each have difficulty
accounting for the motion sickness experienced during head-mounted display based virtual …

Meet the virtual jeju dol harubang—The mixed VR/Ar application for cultural immersion in Korea's main heritage

K Jung, VT Nguyen, D Piscarac, SC Yoo - ISPRS International Journal of …, 2020 - mdpi.com
Jeju Island comes second to only Seoul as Korea's most visited destination, yet most visitors
do not have the chance to go beyond brief visits and immerse themselves in the island's …

Real-time prediction of simulator sickness in virtual reality games

J Wang, HN Liang, D Monteiro, W Xu… - IEEE Transactions on …, 2022 - ieeexplore.ieee.org
Virtual reality (VR) technology has progressed rapidly and is used in various domains,
particularly games. Simulator sickness (SS) still represents a significant problem for its wider …

Immersive anatomy atlas: Learning factual medical knowledge in a virtual reality environment

K Gloy, P Weyhe, E Nerenz… - Anatomical Sciences …, 2022 - Wiley Online Library
In order to improve learning efficiency and memory retention in medical teaching, furthering
active learning seems to be an effective alternative to classical teaching. One option to make …

Focusing on cybersickness: pervasiveness, latent trajectories, susceptibility, and effects on the virtual reality experience

LE Garrido, M Frías-Hiciano, M Moreno-Jiménez… - Virtual reality, 2022 - Springer
Although virtual reality (VR) usage has become widespread in the last decade, its adoption
has been hampered by experiences of user discomfort known as cybersickness. The …

Differences in virtual and physical head orientation predict sickness during active head-mounted display-based virtual reality

S Palmisano, RS Allison, J Teixeira, J Kim - Virtual Reality, 2023 - Springer
During head-mounted display (HMD)-based virtual reality (VR), head movements and
motion-to-photon-based display lag generate differences in our virtual and physical head …

The slippery path to total presence: How omnidirectional virtual reality treadmills influence the gaming experience

LO Wehden, F Reer, R Janzik, WY Tang… - Media and …, 2021 - cogitatiopress.com
Researchers, game designers, and consumers place great hopes into the potential benefits
of virtual reality (VR) technology on the user experience in digital games. Indeed, initial …

Effects of speed, complexity and stereoscopic VR cues on cybersickness examined via EEG and self-reported measures

A Ozkan, U Uyan, U Celikcan - Displays, 2023 - Elsevier
This study evaluated the interplay between environmental cues in virtual reality (VR) and
cybersickness as experienced by users of head-mounted displays (HMDs). Utilizing …