Introduction: This exploratory study aims to participate in the development of the VR framework by focusing on the issue of cybersickness. The main objective is to explore the possibilities of predicting cybersickness using i) field dependence-independence measures and ii) head rotations data through automatic analyses. The second objective is to assess the impact of cybersickness on visuomotor performance. Methods: 40 participants completed a 13.5-min VR immersion in a first-person shooter game. Head rotations were analyzed in both their spatial (coefficients of variations) and temporal dimensions (detrended fluctuations analyses). Exploratory correlations, linear regressions and clusters comparison (unsupervised machine learning) analyses...
People playing computer games sometimes experience a form of visually induced motion sickness called...
During head-mounted display (HMD)-based virtual reality (VR), head movements and motion-to-photon-ba...
The purpose of the study was the investigation of VR-induced aftereffects on various basic cognitive...
Introduction: This exploratory study aims to participate in the development of the VR framework by f...
Virtual reality (VR) gains popularity in the entertainment industry and various professional context...
The aim of this experiment was to determine which cybersickness symptoms are associated with simulat...
The phenomenon of cybersickness is currently hindering the mass market adoption of head-mounted disp...
Cybersickness is a drawback of virtual reality (VR), which also affects the cognitive and motor skil...
The overall goal of this study is to examine the extent to which exposure to virtual reality (VR) sy...
As virtual reality (VR) applications expand in private and public sector contexts, so do reports of ...
Virtual reality (VR) devices are becoming a more popular and widespread tool for learning, gaming an...
2018 Cybersickness is common during virtual reality experiences with head-mounted displays (HMDs). P...
International audienceThe use of virtual reality in spatial cognition evaluation has been growing ra...
Virtual reality has been developing rapidly and gaining popularity in the past years as new devices ...
Users of virtual reality (VR) systems can experience cybersickness. This phenomenon has been referre...
People playing computer games sometimes experience a form of visually induced motion sickness called...
During head-mounted display (HMD)-based virtual reality (VR), head movements and motion-to-photon-ba...
The purpose of the study was the investigation of VR-induced aftereffects on various basic cognitive...
Introduction: This exploratory study aims to participate in the development of the VR framework by f...
Virtual reality (VR) gains popularity in the entertainment industry and various professional context...
The aim of this experiment was to determine which cybersickness symptoms are associated with simulat...
The phenomenon of cybersickness is currently hindering the mass market adoption of head-mounted disp...
Cybersickness is a drawback of virtual reality (VR), which also affects the cognitive and motor skil...
The overall goal of this study is to examine the extent to which exposure to virtual reality (VR) sy...
As virtual reality (VR) applications expand in private and public sector contexts, so do reports of ...
Virtual reality (VR) devices are becoming a more popular and widespread tool for learning, gaming an...
2018 Cybersickness is common during virtual reality experiences with head-mounted displays (HMDs). P...
International audienceThe use of virtual reality in spatial cognition evaluation has been growing ra...
Virtual reality has been developing rapidly and gaining popularity in the past years as new devices ...
Users of virtual reality (VR) systems can experience cybersickness. This phenomenon has been referre...
People playing computer games sometimes experience a form of visually induced motion sickness called...
During head-mounted display (HMD)-based virtual reality (VR), head movements and motion-to-photon-ba...
The purpose of the study was the investigation of VR-induced aftereffects on various basic cognitive...