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Virtual reality sickness
Known as:
Cybersickness
Virtual reality sickness (also known as cybersickness) occurs when exposure to a virtual environment causes symptoms that are similar to motion…
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Related topics
Related topics
6 relations
Flight simulator
Refresh rate
Video game graphics
Virtual reality headset
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Broader (1)
Virtual reality
Papers overview
Semantic Scholar uses AI to extract papers important to this topic.
2019
2019
A Comparative Study of Virtual Reality Methods of Interaction and Locomotion Based on Presence, Cybersickness, and Usability
J. Mayor
,
Laura Raya
,
Alberto Sánchez
IEEE Transactions on Emerging Topics in Computing
2019
Corpus ID: 165063082
In recent years, virtual reality has experienced notorious technological advances in a quite short time. In an attempt to quickly…
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Review
2019
Review
2019
Scalable 360° Video Stream Delivery: Challenges, Solutions, and Opportunities
M. Zink
,
R. Sitaraman
,
K. Nahrstedt
Proceedings of the IEEE
2019
Corpus ID: 86798706
In recent years, virtual reality and augmented reality applications have seen a significant increase in popularity. This is due…
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Highly Cited
2017
Highly Cited
2017
A subjective study on QoE of 360 video for VR communication
Huyen T. T. Tran
,
N. P. Ngoc
,
Cuong T. Pham
,
Yong Ju Jung
,
T. Thang
IEEE International Workshop on Multimedia Signal…
2017
Corpus ID: 2862111
Currently, more and more 360-degree videos (or 360 videos for short) are being provided via the Internet. This kind of videos can…
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Highly Cited
2016
Highly Cited
2016
Use of physiological signals to predict cybersickness
Mark S. Dennison
,
A. Wisti
,
M. D'Zmura
Displays (Guildford)
2016
Corpus ID: 207139638
Highly Cited
2015
Highly Cited
2015
Simulator sickness incidence and susceptibility during neck motion-controlled virtual reality tasks
J. Treleaven
,
Jenna Battershill
,
+4 authors
H. Sarig-Bahat
Virtual Reality
2015
Corpus ID: 15109651
To determine the incidence, severity, and predisposing factors to simulator sickness (SS) when using the neck virtual reality (VR…
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Highly Cited
2012
Highly Cited
2012
Effects of Stereoscopic Viewing on Presence, Anxiety, and Cybersickness in a Virtual Reality Environment for Public Speaking
Y. Ling
,
Willem-Paul Brinkman
,
H. Nefs
,
C. Qu
,
I. Heynderickx
PRESENCE: Teleoperators and Virtual Environments
2012
Corpus ID: 16932287
In this study, we addressed the effect of stereoscopy on presence, anxiety, and cybersickness in a virtual public speaking world…
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Review
2001
Review
2001
A Metric to Quantify Virtual Scene Movement for the Study of Cybersickness: Definition, Implementation, and Verification
R. So
,
Andy T. K. Ho
,
W. Lo
Presence: Teleoperators & Virtual Environments
2001
Corpus ID: 696781
This paper presents a metric to quantify visual scene movement perceived inside a virtual environment (VE) and illustrates how…
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Highly Cited
1998
Highly Cited
1998
Locus of User-Initiated Control in Virtual Environments: Influences on Cybersickness
K. Stanney
,
Phillip A. K. Hash
Presence
1998
Corpus ID: 19892196
Cybersickness is a pervasive and deleterious effect of human-virtual environment interaction. This paper applies motion-sickness…
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1997
1997
A Comparison of Cybersickness Incidences, Symptom Profiles, Measurement Techniques, and Suggestions for Further Research
R. Kennedy
,
D. Lanham
,
Julie M. Drexler
,
C. Massey
,
M. Lilienthal
Presence: Teleoperators & Virtual Environments
1997
Corpus ID: 32726832
The widespread use of virtual environment (VE) systems in a variety of applications has serious implications for the user. Users…
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Highly Cited
1992
Highly Cited
1992
Cybersickness: Perception of Self-Motion in Virtual Environments
M. McCauley
,
T. J. Sharkey
Presence: Teleoperators & Virtual Environments
1992
Corpus ID: 12875961
Human perceptual systems have evolved to provide accurate information about orientation and movement through the environment…
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