Virtual reality (VR) usage continues to grow, but visually induced motion sickness (VIMS) can decrease VR effectiveness for some users. This study seeks to compare methods of VIMS mitigation and explore sickness among gender and video game experience groups. Participant discomfort and early dropout are problems for studies that involve virtual environment (VE) exposure, but previous research has demonstrated that natural decay and physical, real-world hand–eye coordination tasks can serve as effective mitigation strategies. In this study, 57 participants wore a head-mounted display (HMD) and navigated a maze VE designed to induce cybersickness. Participants then experienced one of four mitigation techniques: real natural decay (HMD off), vi...
Virtual reality (VR) gains popularity in the entertainment industry and various professional context...
Unilateral spatial neglect after stroke is characterized by reduced responses to stimuli on the cont...
The overall goal of this study is to examine the extent to which exposure to virtual reality (VR) sy...
Virtual reality has grown rapidly over the past decade, yet visually induced motion sickness (VIMS),...
VR (Virtual Reality) Motion Sickness (VRMS) refers to purely visually-induced motion sickness. Not e...
Understanding and preventing virtual reality sickness(VRS), or cybersickness, is vital in removing b...
Technological development of virtual environments for military training and private business is expl...
This paper proposes a new objective metric of visually induced motion sickness (VIMS) in the context...
With the increasing popularity of virtual reality, people are now experiencing motion sickness durin...
Gaming using VR headsets is becoming increasingly popular; however, these displays can cause VR sick...
Virtual environments (VE) offer unique training opportunities, including training astronauts to prea...
Redirected and amplified head movements have the potential to provide more natural interaction with ...
Virtual Reality (VR) technology immerses users in a three-dimensional virtual environment. The use o...
Almost everyone can experience motion sickness and one third of the population are highly susceptibl...
Despite the technological advancements in Virtual Reality (VR), users are constantly combating feeli...
Virtual reality (VR) gains popularity in the entertainment industry and various professional context...
Unilateral spatial neglect after stroke is characterized by reduced responses to stimuli on the cont...
The overall goal of this study is to examine the extent to which exposure to virtual reality (VR) sy...
Virtual reality has grown rapidly over the past decade, yet visually induced motion sickness (VIMS),...
VR (Virtual Reality) Motion Sickness (VRMS) refers to purely visually-induced motion sickness. Not e...
Understanding and preventing virtual reality sickness(VRS), or cybersickness, is vital in removing b...
Technological development of virtual environments for military training and private business is expl...
This paper proposes a new objective metric of visually induced motion sickness (VIMS) in the context...
With the increasing popularity of virtual reality, people are now experiencing motion sickness durin...
Gaming using VR headsets is becoming increasingly popular; however, these displays can cause VR sick...
Virtual environments (VE) offer unique training opportunities, including training astronauts to prea...
Redirected and amplified head movements have the potential to provide more natural interaction with ...
Virtual Reality (VR) technology immerses users in a three-dimensional virtual environment. The use o...
Almost everyone can experience motion sickness and one third of the population are highly susceptibl...
Despite the technological advancements in Virtual Reality (VR), users are constantly combating feeli...
Virtual reality (VR) gains popularity in the entertainment industry and various professional context...
Unilateral spatial neglect after stroke is characterized by reduced responses to stimuli on the cont...
The overall goal of this study is to examine the extent to which exposure to virtual reality (VR) sy...