Academic literature on the topic 'Simulator sickness. Virtual reality'

Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles

Select a source type:

Consult the lists of relevant articles, books, theses, conference reports, and other scholarly sources on the topic 'Simulator sickness. Virtual reality.'

Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.

You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.

Journal articles on the topic "Simulator sickness. Virtual reality"

1

Vailland, Guillaume, Yoren Gaffary, Louise Devigne, Valérie Gouranton, Bruno Arnaldi, and Marie Babel. "Power Wheelchair Virtual Reality Simulator with Vestibular Feedback." Modelling, Measurement and Control C 81, no. 1-4 (December 31, 2020): 35–42. http://dx.doi.org/10.18280/mmc_c.811-407.

Full text
Abstract:
Autonomy and the ability to maintain social activities can be challenging for people with disabilities experiencing reduced mobility. In the case of disabilities that impact mobility, power wheelchairs can help such people retain or regain autonomy. Nonetheless, driving a power wheelchair is a complex task that requires a combination of cognitive, visual and visuo-spatial abilities. In practice, people need to pass prior ability tests and driving training before being prescribed a power wheelchair by their therapist. Still, conventional training in occupational therapy can be insufficient for some people with severe cognitive and/or visio-spatial functions. As such, these people are often prevented from obtaining a power wheelchair prescription from their therapist due to safety concerns. In this context, driving simulators might be efficient and promising tools to provide alternative, adaptive, flexible, and safe training. In previous work, we proposed a Virtual Reality (VR) driving simula-integrating vestibular feedback to simulate wheelchair motion sensations. The performance and acceptability of a VR simulator rely on satisfying user Quality of Experience (QoE). Therefore, our simulator is designed to give the user a high Sense of Presence (SoP) and low Cyber-sickness. This paper presents a pilot study assessing the impact of the vestibular feedback provided on user QoE. Participants were asked to perform a driving task whilst in the simulator under two conditions: with and without vestibular feedback. User QoE is assessed through subjective questionnaires measuring user SoP and cyber-sickness. The results show that vestibular feedback activation increases SoP and decreases cyber-sickness. This study constitutes a mandatory step before clinical trials and, as such, only enrolled people without disabilities.
APA, Harvard, Vancouver, ISO, and other styles
2

Grassini, Simone, Karin Laumann, and Ann Kristin Luzi. "Association of Individual Factors with Simulator Sickness and Sense of Presence in Virtual Reality Mediated by Head-Mounted Displays (HMDs)." Multimodal Technologies and Interaction 5, no. 3 (February 24, 2021): 7. http://dx.doi.org/10.3390/mti5030007.

Full text
Abstract:
Many studies have attempted to understand which individual differences may be related to the symptoms of discomfort during the virtual experience (simulator sickness) and the generally considered positive sense of being inside the simulated scene (sense of presence). Nevertheless, a very limited number of studies have employed modern consumer-oriented head-mounted displays (HMDs). These systems aim to produce a high the sense of the presence of the user, remove stimuli from the external environment, and provide high definition, photo-realistic, three-dimensional images. Our results showed that motion sickness susceptibility and simulator sickness are related, and neuroticism may be associated and predict simulator sickness. Furthermore, the results showed that people who are more used to playing videogames are less susceptible to simulator sickness; female participants reported more simulator sickness compared to males (but only for nausea-related symptoms). Female participants also experienced a higher sense of presence compared to males. We suggest that published findings on simulator sickness and the sense of presence in virtual reality environments need to be replicated with the use of modern HMDs.
APA, Harvard, Vancouver, ISO, and other styles
3

Rangelova, Stanislava, and Elisabeth Andre. "A Survey on Simulation Sickness in Driving Applications with Virtual Reality Head-Mounted Displays." PRESENCE: Virtual and Augmented Reality 27, no. 1 (March 2019): 15–31. http://dx.doi.org/10.1162/pres_a_00318.

Full text
Abstract:
This article discusses factors related to simulation sickness in virtual reality driving simulations with head-mounted displays. Simulation sickness is a well-known phenomenon that has physiological effects on users, such as disorientation, headache, and nausea. There are three major theories why simulation sickness arises. Previous research on this phenomenon has mostly concentrated on driving or flying simulators with standard computer displays. It is, therefore, possible to conclude that any simulated environment could have such an effect, and virtual reality should not be considered an exception to such problems. While virtual reality has had and will continue to have a positive impact on the development and testing of new automotive interior concepts, simulation sickness is a significant drawback. Despite the advances in technology, discomfort from using head-mounted displays has yet to be resolved. A review of these displays in the context of virtual reality driving applications over the recent years will be presented. Moreover, characterization and comparison of approaches to mitigate simulation sickness will be given in the text. Concluding suggestions for future work on the correlation between simulation sickness and a virtual driving environment will be provided.
APA, Harvard, Vancouver, ISO, and other styles
4

Bonato, Frederick, Andrea Bubka, Stephen Palmisano, Danielle Phillip, and Giselle Moreno. "Vection Change Exacerbates Simulator Sickness in Virtual Environments." Presence: Teleoperators and Virtual Environments 17, no. 3 (June 1, 2008): 283–92. http://dx.doi.org/10.1162/pres.17.3.283.

Full text
Abstract:
The optic flow patterns generated by virtual reality (VR) systems typically produce visually induced experiences of self-motion (vection). While this vection can enhance presence in VR, it is often accompanied by a variant of motion sickness called simulator sickness (SS). However, not all vection experiences are the same. In terms of perceived heading and/or speed, visually simulated self-motion can be either steady or changing. It was hypothesized that changing vection would lead to more SS. Participants viewed an optic flow pattern that either steadily expanded or alternately expanded and contracted. In one experiment, SS was measured pretreatment and after 5 min of viewing using the Simulator Sickness Questionnaire. In a second experiment employing the same stimuli, vection onset and magnitude were measured using a computer-interfaced slide indicator. The steadily expanding flow pattern, compared to the expanding and contracting pattern, led to: 1) significantly less SS, 2) lower subscores for nausea, oculomotor, and disorientation symptoms, 3) more overall vection magnitude, and 4) less changing vection. Collectively, these results suggest that changing vection exacerbates SS.
APA, Harvard, Vancouver, ISO, and other styles
5

Oberhauser, Matthias, Daniel Dreyer, Reinhard Braunstingl, and Ioana Koglbauer. "What’s Real About Virtual Reality Flight Simulation?" Aviation Psychology and Applied Human Factors 8, no. 1 (March 2018): 22–34. http://dx.doi.org/10.1027/2192-0923/a000134.

Full text
Abstract:
Abstract. With the help of immersive virtual reality technology, novel cockpit systems can be evaluated with pilots in an early design phase. This comparative study investigates the functional fidelity of a virtual reality flight simulator (VRFS) in comparison with a conventional flight simulator. Pilots’ movement time to reach cockpit controls, deviation from the ideal flight path, workload, and simulator sickness are evaluated using an operational scenario. The results show statistically significant differences in heading, altitude, and flight path, as well as delays in operating the controls in virtual reality. Yet, most participants could safely and reliably complete the flight task. For use cases in which adaptations to pace, exposure time, and flight task are acceptable, which is often the case in early phases of the design process, VRFSs can be viable tools for human factors engineering.
APA, Harvard, Vancouver, ISO, and other styles
6

Kovalev, A. I., G. Ya Menshikova, O. A. Klimova, and V. V. Barabanschikova. "The content of professional activity as a factor of application efficiency of virtual reality technology." Experimental Psychology (Russia) 8, no. 2 (2015): 45–59. http://dx.doi.org/10.17759/exppsy.2015080205.

Full text
Abstract:
Nowadays the virtual reality systems get to be more common and widespread in the world. They need users to develop system of the integration systems of sensory and cognitive information, while them creating polymodal effects on man. Vestibular function is one of these systems, and its disruption can lead to simulator sickness. The aim of this study was to find how professional activity of different men with similar vestibular function’s degree of development can influence on simulator sickness appearance. Eye movements were chosen as objective measure of successful interaction with virtual reality. There were attended professional athletes: 30 figure skaters, 30 wushu athletes, 30-football players and also 20 students take part as a control group. The results showed the significant different (p=0,001) between figure skaters and others by such items as number of fixations, saccades and blinks, and also amplitudes of saccades. At the same time figure skaters get lower scores in simulator sickness questionnaire, which says about less intensity of simulator disorder.
APA, Harvard, Vancouver, ISO, and other styles
7

Cobb, Sue V. G., Sarah Nichols, Amanda Ramsey, and John R. Wilson. "Virtual Reality-Induced Symptoms and Effects (VRISE)." Presence: Teleoperators and Virtual Environments 8, no. 2 (April 1999): 169–86. http://dx.doi.org/10.1162/105474699566152.

Full text
Abstract:
An experimental program of research was carried out to assess the potential health and safety effects of participating in virtual environments (VEs) via head-mounted displays (HMDs). This paper presents the results obtained from nine experiments examining the effects experienced during and after participation in a variety of VR systems, VE designs, and task requirements, for a total participant sample of 148 individuals. A combination of methods including self-report scales, performance measures, physiological indicators, observation, interview, and user attitude/opinion questionnaires were used to measure simulator (VE) sickness, postural instability, psychomotor control, perceptual judgment, concentration, stress, and ergonomics effects. Greatest effects across the different systems, VEs, and exposure times were found for sickness symptoms and physiological measures, with some concern over postural instability and physical ergonomics, also. Although many of the effects were relatively minor and short lived, they were serious for five percent of participants and irritating for a considerable percentage more. The aetiology of the effects is sufficiently different to that for simulators or transport systems to justify us using a new term, virtual reality-induced symptoms and effects (VRISE). Implications are drawn for VR system design, VE specification, and the ways in which industrial use of VR/VE should be planned and supported.
APA, Harvard, Vancouver, ISO, and other styles
8

Rantala, Jussi, Jari Kangas, Olli Koskinen, Tomi Nukarinen, and Roope Raisamo. "Comparison of Controller-Based Locomotion Techniques for Visual Observation in Virtual Reality." Multimodal Technologies and Interaction 5, no. 7 (June 23, 2021): 31. http://dx.doi.org/10.3390/mti5070031.

Full text
Abstract:
Many virtual reality (VR) applications use teleport for locomotion. The non-continuous locomotion of teleport is suited for VR controllers and can minimize simulator sickness, but it can also reduce spatial awareness compared to continuous locomotion. Our aim was to create continuous, controller-based locomotion techniques that would support spatial awareness. We compared the new techniques, slider and grab, with teleport in a task where participants counted small visual targets in a VR environment. Task performance was assessed by asking participants to report how many visual targets they found. The results showed that slider and grab were significantly faster to use than teleport, and they did not cause significantly more simulator sickness than teleport. Moreover, the continuous techniques provided better spatial awareness than teleport.
APA, Harvard, Vancouver, ISO, and other styles
9

Chen, Chih-Hung, Ming-Chang Jeng, Chin-Ping Fung, Ji-Liang Doong, and Tien-Yow Chuang. "Psychological Benefits of Virtual Reality for Patients in Rehabilitation Therapy." Journal of Sport Rehabilitation 18, no. 2 (May 2009): 258–68. http://dx.doi.org/10.1123/jsr.18.2.258.

Full text
Abstract:
Context:Whether virtual rehabilitation is beneficial has not been determined.Objective:To investigate the psychological benefits of virtual reality in rehabilitation.Design:An experimental group underwent therapy with a virtual-reality-based exercise bike, and a control group underwent the therapy without virtual-reality equipment.Setting:Hospital laboratory.Patients:30 patients suffering from spinal-cord injury.Intervention:A designed rehabilitation therapy.Main Outcome Measures:Endurance, Borg's rating-of-perceived-exertion scale, the Activation–Deactivation Adjective Check List (AD-ACL), and the Simulator Sickness Questionnaire.Results:The differences between the experimental and control groups were significant for AD-ACL calmness and tension.Conclusion:A virtual-reality-based rehabilitation program can ease patients' tension and induce calm.
APA, Harvard, Vancouver, ISO, and other styles
10

Weech, Séamas, Jae Moon, and Nikolaus F. Troje. "Influence of bone-conducted vibration on simulator sickness in virtual reality." PLOS ONE 13, no. 3 (March 28, 2018): e0194137. http://dx.doi.org/10.1371/journal.pone.0194137.

Full text
APA, Harvard, Vancouver, ISO, and other styles
More sources

Dissertations / Theses on the topic "Simulator sickness. Virtual reality"

1

Ramsey, Amanda Doreen. "Virtual Reality induced symptoms and effects : a psychophysiological perspective." Thesis, University of Nottingham, 1999. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.287329.

Full text
APA, Harvard, Vancouver, ISO, and other styles
2

Chen, Wei. "Effects of navigation velocities in fore-and-aft, lateral, yaw axes on cybersickness caused by exposure to a virtual environment /." View abstract or full-text, 2006. http://library.ust.hk/cgi/db/thesis.pl?IELM%202006%20CHEN.

Full text
APA, Harvard, Vancouver, ISO, and other styles
3

Nichols, Sarah. "Virtual Reality Induced Symptoms and Effects (VRISE) : methodological and the theoretical issues." Thesis, University of Nottingham, 1999. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.287192.

Full text
APA, Harvard, Vancouver, ISO, and other styles
4

Penhallegon, William James. "Effects of display type, age, and gender on driving performance and simulator-induced sickness in a medium-fidelity driving simulator." Thesis, Virginia Tech, 2003. http://hdl.handle.net/10919/43717.

Full text
Abstract:
This study investigated the link between age and gender susceptibility to simulator-induced sickness in conjunction with display type. Simulator-induced sickness and ataxia were measured before and after exposure to a medium-fidelity driving simulator. Participants in four age and gender categories (older and younger males and females) operated the simulator with a consumer-grade head-mounted display (HMD), and then with a large screen, direct-view plasma display.

This study set out to recommend a particular display type that would be appropriate for use with particular age/gender groups in a general-purpose driving simulator. Unfortunately, practice effects affected the simulator-induced sickness and driving performance results for display type, which precludes making recommendations regarding the appropriate use of each display. Despite this, several important discoveries were made, including: 1) older participants did experience significantly increased simulator-induced sickness discomfort than the younger participants - regardless of display type; and 2) there was no significant difference found between genders in either simulator-induced sickness or driving performance; although females generally expressed a subjective preference for the direct-view display.

Display type was not found to affect the degree of ataxia experienced by participants; however, this study did find that although older participants exhibited significantly higher rates of simulator-induced sickness discomfort than the younger participants, they recovered their postural equilibrium significantly faster. This indicates that the older participants had greater difficulty adapting to the simulation environment than younger persons. It also suggests that younger persons are at greater risk during immediate post-simulation activities such as driving. Although it is likely that this effect would disappear over time, it has implications for agencies such as the Department of Motor Vehicles or drivers education schools that are considering the use of a driving simulator device before an on-road skills test.
Master of Science

APA, Harvard, Vancouver, ISO, and other styles
5

Draper, Mark. "The adaptive effects of virtual interfaces : the vestibulo-ocular reflex and simulator sickness /." Thesis, Connect to this title online; UW restricted, 1998. http://hdl.handle.net/1773/7069.

Full text
APA, Harvard, Vancouver, ISO, and other styles
6

Drexler, Julie. "IDENTIFICATION OF SYSTEM DESIGN FEATURES THAT AFFECT SICKNESS IN VIRTUAL ENVIRONMENTS." Doctoral diss., University of Central Florida, 2006. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/3239.

Full text
Abstract:
The terms "simulator" and "VR" are typically used to refer to specific types of virtual environments (VEs) which differ in the technology used to display the simulated environment. While simulators and VR devices may offer advantages such as low cost training, numerous studies on the effects to humans of exposure to different VEs indicate that motion sickness-like symptoms are often produced during or after exposure to the simulated environment. These deleterious side effects have the potential to limit the utilization of VE systems if they jeopardize the health and/or safety of the user and create liability issues for the manufacturer. The most widely used method for assessing the adverse symptoms of VE exposure is the Simulator Sickness Questionnaire (SSQ). The method of scoring the symptoms reported by VE users permits the different sickness symptoms to be clustered into three general types of effects or subscales and the distribution or pattern of the three SSQ subscales provides a profile for a given VE device. In the current research, several different statistical analyses were conducted on the SSQ data obtained from 21 different simulator studies and 16 different VR studies in order to identify an underlying symptom structure (i.e., SSQ profile) or severity difference for various types of VE systems. The results of the research showed statistically significant differences in the SSQ profiles and the overall severity of sickness between simulator and VR systems, which provide evidence that simulator sickness and VR sickness represent distinct forms of motion sickness. Analyses on three types of simulators (i.e., Fixed- and Rotary-Wing flight simulators and Driving simulators) also found significant differences in the sickness profiles as well as the overall severity of sickness within different types of simulator systems. Analyses on three types of VR systems (i.e., HMD, BOOM, and CAVE) revealed that BOOM and CAVE systems have similar sickness profiles, which are different than the HMD system profile. Moreover, the results showed that the overall severity of sickness was greater in HMD systems than in BOOM and CAVE systems. Recommendations for future research included additional psychophysical studies to evaluate the relationship between various engineering characteristics of VE systems and the specific types of sickness symptoms that are produced from exposure to them.
Ph.D.
Department of Industrial Engineering and Management Systems
Engineering and Computer Science
Industrial Engineering and Management Systems
APA, Harvard, Vancouver, ISO, and other styles
7

Duh, Been-Lirn. "Use of an independent visual background to alleviate simulator sickness in the virtual environments that employ wide-field displays /." Thesis, Connect to this title online; UW restricted, 2001. http://hdl.handle.net/1773/10681.

Full text
APA, Harvard, Vancouver, ISO, and other styles
8

Otten, Edward W. "The Influence of Stimulus Complexity and Perception-action Coupling on Postural Sway." Miami University / OhioLINK, 2008. http://rave.ohiolink.edu/etdc/view?acc_num=miami1218562177.

Full text
APA, Harvard, Vancouver, ISO, and other styles
9

Le-Ngoc, Luan. "Augmenting low-fidelity flight simulation training devices via amplified head rotations." Thesis, Loughborough University, 2013. https://dspace.lboro.ac.uk/2134/14441.

Full text
Abstract:
Due to economic and operational constraints, there is an increasing demand from aviation operators and training manufacturers to extract maximum training usage from the lower fidelity suite of flight simulators. It is possible to augment low-fidelity flight simulators to achieve equivalent performance compared to high-fidelity setups but at reduced cost and greater mobility. In particular for visual manoeuvres, the virtual reality technique of head-tracking amplification for virtual view control enables full field-of-regard access even with limited field-of-view displays. This research quantified the effects of this technique on piloting performance, workload and simulator sickness by applying it to a fixed-base, low-fidelity, low-cost flight simulator. In two separate simulator trials, participants had to land a simulated aircraft from a visual traffic circuit pattern whilst scanning for airborne traffic. Initially, a single augmented display was compared to the common triple display setup in front of the pilot. Starting from the base leg, pilots exhibited tighter turns closer to the desired ground track and were more actively conducting visual scans using the augmented display. This was followed up by a second experiment to quantify the scalability of augmentation towards larger displays and field of views. Task complexity was increased by starting the traffic pattern from the downwind leg. Triple displays in front of the pilot yielded the best compromise delivering flight performance and traffic detection scores just below the triple projectors but without an increase in track deviations and the pilots were also less prone to simulator sickness symptoms. This research demonstrated that head augmentation yields clear benefits of quick user adaptation, low-cost, ease of systems integration, together with the capability to negate the impact of display sizes yet without incurring significant penalties in workload and incurring simulator sickness. The impact of this research is that it facilitates future flight training solutions using this augmentation technique to meet budgetary and mobility requirements. This enables deployment of simulators in large numbers to deliver expanded mission rehearsal previously unattainable within this class of low-fidelity simulators, and with no restrictions for transfer to other training media.
APA, Harvard, Vancouver, ISO, and other styles
10

Tu, Fu Keung. "Smooth locomotion in VR : Comparing head orientation and controller orientation locomotion." Thesis, Blekinge Tekniska Högskola, Institutionen för datavetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-20239.

Full text
Abstract:
Background. Virtual reality (VR) technology has evolved to a stage where affordable consumer devices are available. Still, there are limitations to technology which causes compromises to be made. One of the big problems in VR is locomotion, especially regarding immersion and comfort. There are two common ways for locomotion in VR, Teleportation and smooth continuous locomotion. Smooth locomotion is often considered superior for immersion but commonly causes simulation sickness.Objectives. This paper is comparing two different methods of smooth locomotion, one based on head orientation and the other based on controller orientation. The objective is to determine which method is preferred regarding comfort, immersion and ease of use.Methods. To identify the strength and weaknesses of each method, a VR experiment was designed which simulates tasks common in video games. A comparative study was made with fifteen subjects.The fifteen participants performed tasks involving exploring a VR environment and using the VR controller to shoot at targets. After using each of the methods the subjects then answered questionnaires about the usability and the simulations sickness caused by the method. Other data was collected on how well the task was performed such as number of targets hit.Results. The users ranked controller orientation locomotion higher for perceived naturalness and likeability and was ranked lower for items relating to restrictiveness and difficulty. No significant difference was found regarding simulator sickness and performance.Conclusion. Controller orientation locomotion ranked at least as good or better than head orientation locomotion in all categories. This shows that it is the preferred orientation method in this use case where the application is similar to a first person shooter game.
APA, Harvard, Vancouver, ISO, and other styles
More sources

Books on the topic "Simulator sickness. Virtual reality"

1

Johnson, David M. Introduction to and review of simulator sickness research. Alexandria, Va: U.S. Army Research Institute for the Behavioral and Social Sciences, 2005.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
2

Ehrlich, Jennifer A. Effect of viewing conditions on sickness and distance estimation in a virtual environment. Alexandria, Va: U.S. Army Research Institute for the Behavioral and Social Sciences, 2000.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
3

Lewis-Evans, Ben. A short guide to user testing for simulation sickness in Virtual Reality. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780198794844.003.0030.

Full text
Abstract:
The increased interest in virtual reality (VR) has yielded a lot of studies and development in both research and game design. Simulation sickness is an issue experienced by a significant subset of players in VR. This chapter focuses on the challenges this issue poses for user research, and suggests practical considerations for researchers to minimize legal and ethical risks.
APA, Harvard, Vancouver, ISO, and other styles
4

The Adaptive Effects Of Virtual Interfaces: Vestibulo-Ocular Reflex and Simulator Sickness. Storming Media, 1998.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
5

Simulation Training - Methodical Research Based on Users Perspectives of Medical Simulation Training: An Outline for Adopting Simulator Technology. Nova Science Publishers, Incorporated, 2017.

Find full text
APA, Harvard, Vancouver, ISO, and other styles

Book chapters on the topic "Simulator sickness. Virtual reality"

1

Kim, Jiwon, Jihong Hwang, and Taezoon Park. "Effect of Motion Cues on Simulator Sickness in a Flight Simulator." In Virtual, Augmented and Mixed Reality. Design and Interaction, 493–506. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-49695-1_33.

Full text
APA, Harvard, Vancouver, ISO, and other styles
2

Kaufeld, Mara, and Thomas Alexander. "The Impact of Motion on Individual Simulator Sickness in a Moving Base VR Simulator with Head-Mounted Display (HMD)." In Virtual, Augmented and Mixed Reality. Multimodal Interaction, 461–72. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-21607-8_36.

Full text
APA, Harvard, Vancouver, ISO, and other styles
3

Ihemedu-Steinke, Quinate Chioma, Stanislava Rangelova, Michael Weber, Rainer Erbach, Gerrit Meixner, and Nicola Marsden. "Simulation Sickness Related to Virtual Reality Driving Simulation." In Lecture Notes in Computer Science, 521–32. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-57987-0_42.

Full text
APA, Harvard, Vancouver, ISO, and other styles
4

Maraj, Crystal, Jonathan Hurter, and Sean Murphy. "Performance, Simulator Sickness, and Immersion of a Ball-Sorting Task in Virtual and Augmented Realities." In Virtual, Augmented and Mixed Reality. Design and Interaction, 522–34. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-49695-1_35.

Full text
APA, Harvard, Vancouver, ISO, and other styles
5

Ihemedu-Steinke, Quinate Chioma, Prashanth Halady, Gerrit Meixner, and Michael Weber. "VR Evaluation of Motion Sickness Solution in Automated Driving." In Virtual, Augmented and Mixed Reality: Interaction, Navigation, Visualization, Embodiment, and Simulation, 112–25. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-91581-4_9.

Full text
APA, Harvard, Vancouver, ISO, and other styles
6

Wang, Bingcheng, and Pei-Luen Patrick Rau. "Effect of Vibrotactile Feedback on Simulator Sickness, Performance, and User Satisfaction with Virtual Reality Glasses." In Cross-Cultural Design. Methods, Tools and User Experience, 291–302. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-22577-3_21.

Full text
APA, Harvard, Vancouver, ISO, and other styles
7

Rangelova, Stanislava, Daniel Decker, Marc Eckel, and Elisabeth Andre. "Simulation Sickness Evaluation While Using a Fully Autonomous Car in a Head Mounted Display Virtual Environment." In Virtual, Augmented and Mixed Reality: Interaction, Navigation, Visualization, Embodiment, and Simulation, 155–67. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-91581-4_12.

Full text
APA, Harvard, Vancouver, ISO, and other styles
8

Gusev, Dmitri A., David M. Whittinghill, and Justin Yong. "A Simulator to Study the Effects of Color and Color Blindness on Motion Sickness in Virtual Reality Using Head-Mounted Displays." In Lecture Notes in Electrical Engineering, 197–204. Singapore: Springer Singapore, 2016. http://dx.doi.org/10.1007/978-981-10-1409-3_22.

Full text
APA, Harvard, Vancouver, ISO, and other styles
9

Serge, Stephen R., and Gino Fragomeni. "Assessing the Relationship Between Type of Head Movement and Simulator Sickness Using an Immersive Virtual Reality Head Mounted Display: A Pilot Study." In Lecture Notes in Computer Science, 556–66. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-57987-0_45.

Full text
APA, Harvard, Vancouver, ISO, and other styles
10

Wiederhold, Brenda K., and Stéphane Bouchard. "Sickness in Virtual Reality." In Advances in Virtual Reality and Anxiety Disorders, 35–62. Boston, MA: Springer US, 2014. http://dx.doi.org/10.1007/978-1-4899-8023-6_3.

Full text
APA, Harvard, Vancouver, ISO, and other styles

Conference papers on the topic "Simulator sickness. Virtual reality"

1

Suma, E. A., S. L. Finkelstein, M. Reid, A. Ulinski, and L. F. Hodges. "Real Walking Increases Simulator Sickness in Navigationally Complex Virtual Environments." In 2009 IEEE Virtual Reality Conference. IEEE, 2009. http://dx.doi.org/10.1109/vr.2009.4811037.

Full text
APA, Harvard, Vancouver, ISO, and other styles
2

Singla, Ashutosh, Steve Guring, Dominik Keller, Rakesh Rao Ramachandra Rao, Stephan Fremerey, and Alexander Raake. "Assessment of the Simulator Sickness Questionnaire for Omnidirectional Videos." In 2021 IEEE Virtual Reality and 3D User Interfaces (VR). IEEE, 2021. http://dx.doi.org/10.1109/vr50410.2021.00041.

Full text
APA, Harvard, Vancouver, ISO, and other styles
3

Aykent, Barıs¸, Damien Paillot, Fre´de´ric Me´rienne, Zhou Fang, and Andras Kemeny. "Study of the Influence of Different Washout Algorithms on Simulator Sickness for a Driving Simulation Task." In ASME 2011 World Conference on Innovative Virtual Reality. ASMEDC, 2011. http://dx.doi.org/10.1115/winvr2011-5545.

Full text
Abstract:
This paper deals with the effects of different washout algorithms used for Stewart platforms on subjective and objective ratings. Washout algorithms are used to represent vehicle dynamics in a restricted spatial place. An adaptive washout algorithm was realized to control the hexapod platform, depending on the specific force error in longitudinal, lateral and vertical directions, in order to compare user’s experience with those in the case of classical algorithm. In this study, the simulator sickness has been evaluated for three algorithms in dynamic driving simulator situation in objective and subjective way.
APA, Harvard, Vancouver, ISO, and other styles
4

Yu, Xingyao, Dongdong Weng, and Li Cai. "Reduce Simulator Sickness by Overwritten Symbol in Smartphone-Based VR System." In 2016 International Conference on Virtual Reality and Visualization (ICVRV). IEEE, 2016. http://dx.doi.org/10.1109/icvrv.2016.78.

Full text
APA, Harvard, Vancouver, ISO, and other styles
5

Hoesch, Anne, Sandra Poeschl, Florian Weidner, Roberto Walter, and Nicola Doering. "The Relationship Between Visual Attention and Simulator Sickness: A Driving Simulation Study." In 2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR). IEEE, 2018. http://dx.doi.org/10.1109/vr.2018.8446240.

Full text
APA, Harvard, Vancouver, ISO, and other styles
6

Onuki, Yoshikazu, Shunsuke Ono, and Itsuo Kumazawa. "Air cushion: A pilot study of the passive technique to mitigate simulator sickness by responding to vection." In 2017 IEEE Virtual Reality (VR). IEEE, 2017. http://dx.doi.org/10.1109/vr.2017.7892307.

Full text
APA, Harvard, Vancouver, ISO, and other styles
7

Stauffert, Jan-Philipp, Florian Niebling, and Marc Erich Latoschik. "Effects of Latency Jitter on Simulator Sickness in a Search Task." In 2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR). IEEE, 2018. http://dx.doi.org/10.1109/vr.2018.8446195.

Full text
APA, Harvard, Vancouver, ISO, and other styles
8

Bimberg, Pauline, Tim Weissker, and Alexander Kulik. "On the Usage of the Simulator Sickness Questionnaire for Virtual Reality Research." In 2020 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW). IEEE, 2020. http://dx.doi.org/10.1109/vrw50115.2020.00098.

Full text
APA, Harvard, Vancouver, ISO, and other styles
9

Lee, Jiun-Yu, Ping-Hsuan Han, Ling Tsai, Rih-Ding Peng, Yang-Sheng Chen, Kuan-Wen Chen, and Yi-Ping Hung. "Estimating the simulator sickness in immersive virtual reality with optical flow analysis." In SA '17: SIGGRAPH Asia 2017. New York, NY, USA: ACM, 2017. http://dx.doi.org/10.1145/3145690.3145697.

Full text
APA, Harvard, Vancouver, ISO, and other styles
10

Kartiko, Iwan, Manolya Kavakli, and Ken Cheng. "The Impacts of Animated-Virtual Actors' Visual Complexity and Simulator Sickness in Virtual Reality Applications." In 2009 Sixth International Conference on Computer Graphics, Imaging and Visualization (CGIV). IEEE, 2009. http://dx.doi.org/10.1109/cgiv.2009.66.

Full text
APA, Harvard, Vancouver, ISO, and other styles

Reports on the topic "Simulator sickness. Virtual reality"

1

Kolasinski, Eugenia M. Simulator Sickness in Virtual Environments. Fort Belvoir, VA: Defense Technical Information Center, May 1995. http://dx.doi.org/10.21236/ada295861.

Full text
APA, Harvard, Vancouver, ISO, and other styles
We offer discounts on all premium plans for authors whose works are included in thematic literature selections. Contact us to get a unique promo code!

To the bibliography