This paper presents the results of a user study of the effects of different head-centric rest-frames on Virtual Reality-Induced Symptoms and Effects (VRISE) and the user experience in virtual environments (VE). Participants played the custom-designed 3D game in two different game modes (high action and low action). For assessing VRISE levels, we used the Simulator Sickness Questionnaire (SSQ) and Fast Motion Sickness Score (FMS). The presence was evaluated by SPES (Spatial Presence Experience Scale), and for the user experience, the short version of the User Experience Questionnaire (UEQ-S) was used. The results indicate that the usage of head-centric rest-frames negatively affected VRISE levels (more sickness) in the low action mode of the...
This study examined human performance on a set of basic tasks representative of human interaction in...
Virtual reality (VR) gains popularity in the entertainment industry and various professional context...
Although virtual reality (VR) has already achieved technological maturity, there are still some sign...
A virtual environment (VE) presents several kinds of sensory stimuli for creating a virtual reality....
A framework is presented for comprehending partly participants'spatial perception in virtual environ...
Background. In recent years, Virtual Reality (VR) has emerged as an important technology in both com...
International audienceThe democratization of virtual reality with head-mounted displays has brought ...
International audienceThe democratization of virtual reality with head-mounted displays has brought ...
International audienceThe democratization of virtual reality with head-mounted displays has brought ...
Introduction: This exploratory study aims to participate in the development of the VR framework by f...
In this paper, we propose a new type of visually induced reduction method for virtual reality (VR) s...
Although Virtual Reality (VR) has been developed for a while, the last decade has seen a surge in it...
Introduction: This exploratory study aims to participate in the development of the VR framework by f...
Virtual Reality (VR) has the capability of fully immersing users into a wide variety of gaming exper...
This study examined human performance on a set of basic tasks representative of human interaction in...
This study examined human performance on a set of basic tasks representative of human interaction in...
Virtual reality (VR) gains popularity in the entertainment industry and various professional context...
Although virtual reality (VR) has already achieved technological maturity, there are still some sign...
A virtual environment (VE) presents several kinds of sensory stimuli for creating a virtual reality....
A framework is presented for comprehending partly participants'spatial perception in virtual environ...
Background. In recent years, Virtual Reality (VR) has emerged as an important technology in both com...
International audienceThe democratization of virtual reality with head-mounted displays has brought ...
International audienceThe democratization of virtual reality with head-mounted displays has brought ...
International audienceThe democratization of virtual reality with head-mounted displays has brought ...
Introduction: This exploratory study aims to participate in the development of the VR framework by f...
In this paper, we propose a new type of visually induced reduction method for virtual reality (VR) s...
Although Virtual Reality (VR) has been developed for a while, the last decade has seen a surge in it...
Introduction: This exploratory study aims to participate in the development of the VR framework by f...
Virtual Reality (VR) has the capability of fully immersing users into a wide variety of gaming exper...
This study examined human performance on a set of basic tasks representative of human interaction in...
This study examined human performance on a set of basic tasks representative of human interaction in...
Virtual reality (VR) gains popularity in the entertainment industry and various professional context...
Although virtual reality (VR) has already achieved technological maturity, there are still some sign...