Cybersickness in current-generation virtual reality head-mounted displays: systematic review and outlook
Cybersickness (CS) is a term used to refer to symptoms, such as nausea, headache, and
dizziness that users experience during or after virtual reality immersion. Initially discovered …
dizziness that users experience during or after virtual reality immersion. Initially discovered …
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 …
Measuring visual fatigue and cognitive load via eye tracking while learning with virtual reality head-mounted displays: A review
ABSTRACT Virtual Reality Head-Mounted Displays (HMDs) reached the consumer market
and are used for learning purposes. Risks regarding visual fatigue and high cognitive load …
and are used for learning purposes. Risks regarding visual fatigue and high cognitive load …
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 …
[書籍][B] The VR book: Human-centered design for virtual reality
J Jerald - 2015 - books.google.com
This is a strong foundation of human-centric virtual reality design for anyone and everyone
involved in creating VR experiences. Without a clear understanding of the human side of …
involved in creating VR experiences. Without a clear understanding of the human side of …
The eye in extended reality: A survey on gaze interaction and eye tracking in head-worn extended reality
With innovations in the field of gaze and eye tracking, a new concentration of research in the
area of gaze-tracked systems and user interfaces has formed in the field of Extended Reality …
area of gaze-tracked systems and user interfaces has formed in the field of Extended Reality …
Immersive virtual reality during gait rehabilitation increases walking speed and motivation: a usability evaluation with healthy participants and patients with multiple …
Background The rehabilitation of gait disorders in patients with multiple sclerosis (MS) and
stroke is often based on conventional treadmill training. Virtual reality (VR)-based treadmill …
stroke is often based on conventional treadmill training. Virtual reality (VR)-based treadmill …
Cybersickness in virtual reality questionnaire (csq-vr): A validation and comparison against ssq and vrsq
Cybersickness is a drawback of virtual reality (VR), which also affects the cognitive and
motor skills of users. The Simulator Sickness Questionnaire (SSQ) and its variant, the Virtual …
motor skills of users. The Simulator Sickness Questionnaire (SSQ) and its variant, the Virtual …
An actual natural setting improves mood better than its virtual counterpart: A meta-analysis of experimental data
Accumulating evidence indicates that simulated natural settings can engage mechanisms
that promote health. Simulations offer alternatives to actual natural settings for populations …
that promote health. Simulations offer alternatives to actual natural settings for populations …