Our aim was to expand knowledge of cybersickness – a subtype ofmotion sickness provoked by immersion into a moving computer-generated virtual reality. Fourteen healthy subjects experienced a 15-min rollercoaster ride presented via a head-mounted display (Oculus Rift), for 3 consecutive days. Heart rate, respiration, finger and forehead skin conductance weremeasured during the experiment; this was complemented by a subjective nausea rating during the ride and byMotion Sickness Assessment Questionnaire before, immediately after and then 1, 2 and 3 h post-ride. Physiological measurements were analysed in three dimensions: ride time, association with subjective nausea rating and experimental day. Forehead, and to a lesser extent finger phasic s...
Immersion in a virtual environment is known to produce symptoms similar to those of motion sickness....
Viewing wide field-of-view scene movement with a Virtual Reality (VR) display can cause symptoms of ...
Virtual Reality (VR) technology immerses users in a three-dimensional virtual environment. The use o...
Our aim was to expand knowledge of cybersickness – a subtype of motion sickness provoked by immersio...
The uptake of new interface technologies, such as the Oculus Rift have generated renewed interest in...
Virtual reality (VR) gains popularity in the entertainment industry and various professional context...
Head-coupled virtual reality systems can cause symptoms of sickness (cybersickness). A study has bee...
We provoked cybersickness in participants by immersing them in one of two virtual roller coaster rid...
Compelling scene movements in a virtual reality (VR) system can cause symptoms of motion sickness (i...
The aim of this experiment was to determine which cybersickness symptoms are associated with simulat...
As virtual reality (VR) applications expand in private and public sector contexts, so do reports of ...
Cybersickness symptoms are the virdntended psychophysiological side effects of participation in virt...
2019 Copyright held by the owner/author(s). This study investigated whether individual differences i...
The relationship between vection (illusory self-motion) and cybersickness is complex. This pilot stu...
Virtual reality (VR) devices are becoming a more popular and widespread tool for learning, gaming an...
Immersion in a virtual environment is known to produce symptoms similar to those of motion sickness....
Viewing wide field-of-view scene movement with a Virtual Reality (VR) display can cause symptoms of ...
Virtual Reality (VR) technology immerses users in a three-dimensional virtual environment. The use o...
Our aim was to expand knowledge of cybersickness – a subtype of motion sickness provoked by immersio...
The uptake of new interface technologies, such as the Oculus Rift have generated renewed interest in...
Virtual reality (VR) gains popularity in the entertainment industry and various professional context...
Head-coupled virtual reality systems can cause symptoms of sickness (cybersickness). A study has bee...
We provoked cybersickness in participants by immersing them in one of two virtual roller coaster rid...
Compelling scene movements in a virtual reality (VR) system can cause symptoms of motion sickness (i...
The aim of this experiment was to determine which cybersickness symptoms are associated with simulat...
As virtual reality (VR) applications expand in private and public sector contexts, so do reports of ...
Cybersickness symptoms are the virdntended psychophysiological side effects of participation in virt...
2019 Copyright held by the owner/author(s). This study investigated whether individual differences i...
The relationship between vection (illusory self-motion) and cybersickness is complex. This pilot stu...
Virtual reality (VR) devices are becoming a more popular and widespread tool for learning, gaming an...
Immersion in a virtual environment is known to produce symptoms similar to those of motion sickness....
Viewing wide field-of-view scene movement with a Virtual Reality (VR) display can cause symptoms of ...
Virtual Reality (VR) technology immerses users in a three-dimensional virtual environment. The use o...