The overall goal of this study is to examine the extent to which exposure to virtual reality (VR) systems produces motion sickness and disrupts sensorimotor functions. Two of the major problems in using VRs are: 1) potential "cybersickness", a form of motion sickness, and 2) maladaptive sensorimotor coordination following virtual environment (VE) training. It is likely that users will eventually adapt to any unpleasant perceptual experiences in a virtual environment. However the most critical problem for training applications is that sensorimotor coordination strategies learned in the VE may not be similar to the responses required in the real environment. This study will evaluate and compare responses to the two types of VR delivery system...
A study has been conducted to compare the level of sickness reported during a twenty-minute virtual ...
The aim of this experiment was to determine which cybersickness symptoms are associated with simulat...
Abstract Around three years ago, in the special issue on augmented and virtual reality in rehabilita...
Virtual environments (VE) offer unique training opportunities, including training astronauts to prea...
Virtual reality (VR) gains popularity in the entertainment industry and various professional context...
Technological advances that involve human sensorimotor processes can have both intended and unintend...
One critical unresolved issue related to the safe use of virtual environments (VEs) is maladaptive s...
Cybersickness symptoms are the virdntended psychophysiological side effects of participation in virt...
The present study was conducted to empirically examine the effect of adaptation training and transfe...
The present study was conducted to empirically examine the effect of adaptation training and transfe...
The present study was conducted to empirically examine the effect of adaptation training and transfe...
International audienceAlthough immersive virtual environments have been used for years for training ...
Introduction: This exploratory study aims to participate in the development of the VR framework by f...
Immersive Virtual Environment (VE) technology, also known as virtual reality, is being touted as an ...
Introduction: This exploratory study aims to participate in the development of the VR framework by f...
A study has been conducted to compare the level of sickness reported during a twenty-minute virtual ...
The aim of this experiment was to determine which cybersickness symptoms are associated with simulat...
Abstract Around three years ago, in the special issue on augmented and virtual reality in rehabilita...
Virtual environments (VE) offer unique training opportunities, including training astronauts to prea...
Virtual reality (VR) gains popularity in the entertainment industry and various professional context...
Technological advances that involve human sensorimotor processes can have both intended and unintend...
One critical unresolved issue related to the safe use of virtual environments (VEs) is maladaptive s...
Cybersickness symptoms are the virdntended psychophysiological side effects of participation in virt...
The present study was conducted to empirically examine the effect of adaptation training and transfe...
The present study was conducted to empirically examine the effect of adaptation training and transfe...
The present study was conducted to empirically examine the effect of adaptation training and transfe...
International audienceAlthough immersive virtual environments have been used for years for training ...
Introduction: This exploratory study aims to participate in the development of the VR framework by f...
Immersive Virtual Environment (VE) technology, also known as virtual reality, is being touted as an ...
Introduction: This exploratory study aims to participate in the development of the VR framework by f...
A study has been conducted to compare the level of sickness reported during a twenty-minute virtual ...
The aim of this experiment was to determine which cybersickness symptoms are associated with simulat...
Abstract Around three years ago, in the special issue on augmented and virtual reality in rehabilita...