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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.

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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.
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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.

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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.
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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.

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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.
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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.

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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.
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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.

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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.
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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.

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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.
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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.

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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.
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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.

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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.
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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.

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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.
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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.

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Muth, Eric, Behrang Keshavarz, L. James Smart, Richard So, and Sarah Beadle. "Discussion Panel: Motion Sickness in Virtual Environments." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 62, no. 1 (September 2018): 2043–46. http://dx.doi.org/10.1177/1541931218621461.

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The purpose of this panel is to provide information on motion sickness in virtual environments and discuss human factors issues associated with visually induced motion sickness. With the continued growth of virtual reality devices comes challenges, one of which is the pervasiveness of motion sickness. A panel of experts on motion sickness will join to discuss how they incite and study sickness in their research, providing lessons on how it can impact other research topics and be avoided in future studies. Panelists use methods such as postural sway, psychophysiological measures, and subjective measures to study different aspects of motion sickness. Technology used by these experts ranges from rotating chairs to high fidelity driving simulators. This panel is oriented for those with simulators who want to know what interventions they can employ to alleviate sickness in their research, those who create virtual environments, and those who use virtual reality devices in their research. Considerations for the design of virtual and augmented reality devices and content will be discussed.
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Brooks, James, Riley Lodge, and Daniel White. "Comparison of a Head-Mounted Display and Flat Screen Display during a Micro-UAV Target Detection Task." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 61, no. 1 (September 2017): 1514–18. http://dx.doi.org/10.1177/1541931213601863.

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The use of micro-unmanned aerial vehicles (UAVs) in military operations is rapidly increasing. However, limitations in the design of their human-machine interfaces (HMI) can limit their effectiveness. We propose that presenting the HMI of a micro-UAV through a head-mounted display (HMD) device is a viable alternative to using a flat screen display, however, factors such as simulator sickness and discomfort may reduce their usability. The present experiment compared participants’ target detection performance, usability ratings, and levels of simulator sickness when using either a HMD or a flat screen display in a micro-UAV simulation. Overall, there was no significant difference in performance between the two display conditions. However, participants reported significantly higher levels of mental workload, physical discomfort, and simulator sickness when using the HMD. Further, previous experience with virtual reality devices or video games did not reduce the levels of mental workload or simulator sickness experienced during the task. The results demonstrate that, at present, HMDs may not be suitable display devices for performing visual search tasks whilst flying micro-UAVs in urban environments.
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Treleaven, Julia, Jenna Battershill, Deborah Cole, Carissa Fadelli, Simon Freestone, Katie Lang, and Hilla Sarig-Bahat. "Simulator sickness incidence and susceptibility during neck motion-controlled virtual reality tasks." Virtual Reality 19, no. 3-4 (June 10, 2015): 267–75. http://dx.doi.org/10.1007/s10055-015-0266-4.

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Magaki, Takurou, and Michael Vallance. "Measuring Reduction Methods for VR Sickness in Virtual Environments." International Journal of Virtual and Personal Learning Environments 7, no. 2 (July 2017): 27–43. http://dx.doi.org/10.4018/ijvple.2017070103.

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Recently, virtual reality (VR) technologies have developed remarkably. However, some users have negative symptoms during VR experiences or post-experiences. Consequently, alleviating VR sickness is a major challenge, but an effective reduction method has not yet been discovered. The purpose of this article is to compare and evaluate VR sickness in two virtual environments (VE). Current known methods of reducing VR sickness were implemented. To measure VR sickness a validated simulator sickness questionnaire (SSQ) was undertaken by the subjects (n=21). In addition, subjects wore a customized biological sensor in order to evaluate their physiological data by measuring responses in three kinds of natural states and two kinds of VR experience states. This quantitative data, as objective evaluations according to the biological responses, is analyzed and considered alongside subjective qualitative evaluations according to the SSQ. The outcomes and limitations of the reduction methods and data collection are discussed.
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Beadle, Sarah. "Simulator Sickness Coping Strategies: Findings From Reddit." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 63, no. 1 (November 2019): 2262–66. http://dx.doi.org/10.1177/1071181319631043.

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The purpose of this study was to examine trends in online postings about at-home VR users’ simulator sickness coping strategies. Virtual reality devices have gained in popularity, with an estimated 8% of people having a dedicated VR headset at home. These devices, referred to as head-mounted displays (HMDs), can be used for gaming, education, and social purposes at home. One of the challenges associated with these devices is the incidence of simulator sickness that people experience when wearing them, particularly for extended periods of time. 310 comments from Reddit forums specifically about simulator sickness in gamers were analyzed. A total of eight themes emerged in reporting coping strategies: behavioral methods, cognitive methods, schedule-based exposure, pharmacological/dietary methods, environmental factors, avoiding games that were sickening, and identifying computer system factors that contributed to sickness. This showed some divergence from the larger body of literature on motion sickness coping. Studying simulator sickness in VR users over time is a challenge for laboratory based work, but online communities can help bridge that gap. In the future, these known strategies could be used to inform VR users of coping methods and improve games that are particularly nauseating.
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Szpak, Ancret, Stefan Carlo Michalski, and Tobias Loetscher. "Exergaming With Beat Saber: An Investigation of Virtual Reality Aftereffects." Journal of Medical Internet Research 22, no. 10 (October 23, 2020): e19840. http://dx.doi.org/10.2196/19840.

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Background Virtual reality (VR) exergaming has the potential to target sedentary behavior. Immersive environments can distract users from the physical exertion of exercise and can motivate them to continue exergaming. Despite the recent surge in VR popularity, numerous users still experience VR sickness from using head-mounted displays (HMDs). Apart from the commonly assessed self-reported symptoms, depth perception and cognition may also be affected. Considering the potential benefits of VR exergaming, it is crucial to identify the adverse effects limiting its potential and continued uptake. Objective This study aims to investigate the consequences of playing one of the most popular VR exergames for 10 and 50 min on aspects of vision, cognition, and self-reported VR sickness. Methods A total of 36 participants played an exergame, called Beat Saber, using an HMD. A repeated measures within-subject design was conducted to assess changes in vision, cognition, and well-being after short (10 min) and long (50 min) durations of VR exposure. We measured accommodation, convergence, decision speed, movement speed, and self-reported sickness at 3 test periods—before VR, immediately after VR, and 40 min after VR (late). Results Beat Saber was well tolerated, as there were no dropouts due to sickness. For most participants, any immediate aftereffects were short-lived and returned to baseline levels after 40 min of exiting VR. For both short and long exposures, there were changes in accommodation (F1,35=8.424; P=.006) and convergence (F1,35=7.826; P=.008); however, in the late test period, participants returned to baseline levels. Measures on cognition revealed no concern. The total simulator sickness questionnaire (SSQ) scores increased immediately after VR (F1,35=26.515; P<.001) and were significantly higher for long compared with short exposures (t35=2.807; P=.03), but there were no differences in exposure duration in the late test period, with scores returning to baseline levels. Although at a group level, participants’ sickness levels returned to baseline 40 min after VR exposure, approximately 14% of the participants still reported high levels of sickness in the late test period after playing 50 min of Beat Saber. We also showed that the participants who experienced a high level of sickness after a short exposure were almost certain to experience a high level of symptoms after a longer exposure. Conclusions Irrespective of the duration of exposure, this study found no strong evidence for adverse symptoms 40 min after exiting VR; however, some individuals still reported high levels of VR sickness at this stage. We recommend that users commit to a waiting period after exiting VR to ensure that any aftereffects have deteriorated. Exergames in HMDs have the potential to encourage people to exercise but are understudied, and the aftereffects of exergaming need to be closely monitored to ensure that VR exergames can reach their full potential.
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Rich, Christopher J., and Curt C. Braun. "Assessing the Impact of Control and Sensory Compatibility on Sickness in Virtual Environments." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 40, no. 22 (October 1996): 1122–25. http://dx.doi.org/10.1177/154193129604002203.

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Virtual reality (VR) users are frequently limited by motion sickness-like symptoms. One factor that might influence sickness in VR is the level of control one has in a virtual environment. Reason's Sensory Conflict Theory suggested that motion sickness occurs when incompatibilities exist between four sensory inputs. It is possible that control and sensory compatibility are positively related. If this is the case, increasing control in a virtual environment should result in decreasing symptomology. To test this, the present study used the Simulator Sickness Questionnaire to measure symptomology of 163 participants after exposure to a virtual environment. Three levels of control and compatibility were assessed. It was hypothesized that the participants with control and compatible sensory information would experience fewer symptoms than participants in either the control/incompatible or no control/incompatible conditions. Although significant main effects were found for both gender and condition, the findings were opposite of those hypothesized. Possible explanations for this finding are discussed.
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Allcoat, Devon, Tim Hatchard, Freeha Azmat, Kim Stansfield, Derrick Watson, and Adrian von Mühlenen. "Education in the Digital Age: Learning Experience in Virtual and Mixed Realities." Journal of Educational Computing Research 59, no. 5 (January 13, 2021): 795–816. http://dx.doi.org/10.1177/0735633120985120.

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In recent years Virtual Reality has been revitalized, having gained and lost popularity between the 1960s and 1990s, and is now widely used for entertainment purposes. However, Virtual Reality, along with Mixed Reality and Augmented Reality, has broader application possibilities, thanks to significant advances in technology and accessibility. In the current study, we examined the effectiveness of these new technologies for use in education. We found that learning in both virtual and mixed environments resulted in similar levels of performance to traditional learning. However, participants reported higher levels of engagement in both Virtual Reality and Mixed Reality conditions compared to the traditional learning condition, and higher levels of positive emotions in the Virtual Reality condition. No simulator sickness was found from using either headset, and both headsets scored similarly for system usability and user acceptance of the technology. Virtual Reality, however, did produce a higher sense of presence than Mixed Reality. Overall, the findings suggest that some benefits can be gained from using Virtual and Mixed Realities for education.
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Ancella Hendrika, Clara Theresia, and Thedy Yogasara. "Cybersickness Testing Of Gender And Experience Factors Using Virtual Reality." International Journal of Engineering Technology and Natural Sciences 2, no. 2 (April 5, 2021): 63–69. http://dx.doi.org/10.46923/ijets.v2i2.79.

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One of the technologies that people are starting to get interested in is virtual reality (VR). VR is widely used as a means of entertainment, even more so at this time, the e-sports industry is developing rapidly. However, the use of VR can cause cybersickness, a disease arising from sensory and perceptual mismatches between the visual and vestibular systems. The emergence of cybersickness can be related to gender and experience using VR. There have been studies on cybersickness, but the results obtained had not come to the same conclusion. This research aims to identify the effect of gender and experience using VR, predict the timing of cybersickness by using physiological measurements, and provide recommendations that can minimize cybersickness in activities using VR. The measuring instruments used are the galvanic skin response (GSR) and a simulator sickness questionnaire (SSQ). In this study, the influence test is conducted by using ANOVA and Kruskal-Wallis to determine whether gender and experience using VR affect the potential for cybersickness. Based on the GSR measurement results, it found that gender and experiences of using VR do not affect a person's potential for cybersickness. From the result of SSQ measurement, gender does not affect the cybersickness, but the experience of using VR affected a person's potential for cybersickness. Qualitatively, cybersickness symptoms appear in the 15-20 minutes after the VR game has set in. Therefore, it is recommended to limit the usage of VR to less than 15 to 20 minutes per session. Keywords: cybersickness, galvanic skin response (GSR), simulator sickness questionnaire (SSQ), virtual reality
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Pausch, Randy, Thomas Crea, and Matthew Conway. "A Literature Survey for Virtual Environments: Military Flight Simulator Visual Systems and Simulator Sickness." Presence: Teleoperators and Virtual Environments 1, no. 3 (January 1992): 344–63. http://dx.doi.org/10.1162/pres.1992.1.3.344.

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Researchers in the field of virtual environments (VE), or virtual reality, surround a participant with synthetic stimuli, The flight simulator community, primarily in the U.S. military, has a great deal of experience with aircraft simulations, and VE researchers should be aware of the major results in this field. In this survey of the literature, we have especially focused on military literature that may be hard for traditional academics to locate via the standard journals. One of the authors of this paper is a military helicopter pilot himself, which was quite useful in obtaining access to many of our references. We concentrate on research that produces specific, measured results that apply to VE research. We assume no background other than basic knowledge of computer graphics, and explain simulator terms and concepts as necessary. This paper ends with an annotated bibliography of some harder to find research results in the field of flight simulators: • The effects of display parameters, including field-of-view and scene complexity; • The effect of lag in system response; • The effect of refresh rate in graphics update; • The existing theories on causes of simulator sickness; and • The after-effects of simulator use Many of the results we cite are contradictory. Our global observation is that with flight simulator research, like most human-computer interaction research, there are very few “correct” answers. Almost always, the answer to a specific question depends on the task the user was attempting to perform with the simulator.
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Hussain, Razeen, Manuela Chessa, and Fabio Solari. "Mitigating Cybersickness in Virtual Reality Systems through Foveated Depth-of-Field Blur." Sensors 21, no. 12 (June 10, 2021): 4006. http://dx.doi.org/10.3390/s21124006.

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Cybersickness is one of the major roadblocks in the widespread adoption of mixed reality devices. Prolonged exposure to these devices, especially virtual reality devices, can cause users to feel discomfort and nausea, spoiling the immersive experience. Incorporating spatial blur in stereoscopic 3D stimuli has shown to reduce cybersickness. In this paper, we develop a technique to incorporate spatial blur in VR systems inspired by the human physiological system. The technique makes use of concepts from foveated imaging and depth-of-field. The developed technique can be applied to any eye tracker equipped VR system as a post-processing step to provide an artifact-free scene. We verify the usefulness of the proposed system by conducting a user study on cybersickness evaluation. We used a custom-built rollercoaster VR environment developed in Unity and an HTC Vive Pro Eye headset to interact with the user. A Simulator Sickness Questionnaire was used to measure the induced sickness while gaze and heart rate data were recorded for quantitative analysis. The experimental analysis highlighted the aptness of our foveated depth-of-field effect in reducing cybersickness in virtual environments by reducing the sickness scores by approximately 66%.
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Thöndel, Evžen. "INTERACTIVE MOTION PLATFORMS AND VIRTUAL REALITY FOR VEHICLE SIMULATORS." Acta Polytechnica CTU Proceedings 12 (December 15, 2017): 108. http://dx.doi.org/10.14311/app.2017.12.0108.

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Interactive motion platforms are intended for vehicle simulators, where the direct interaction of the human body is used for controlling the simulated vehicle (e.g. bicycle, motorbike or other sports vehicles). The second use of interactive motion platforms is for entertainment purposes or fitness. The development of interactive motion platforms reacts to recent calls in the simulation industry to provide a device, which further enhances the virtual reality experience, especially with connection to the new and very fast growing business in virtual reality glasses. The paper looks at the design and control of an interactive motion platform with two degrees of freedom to be used in virtual reality applications. The paper provides the description of the control methods and new problems related to the virtual reality sickness are discussed here.
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Coelho, Tiago, Cátia Marques, Daniela Moreira, Maria Soares, Paula Portugal, António Marques, Ana Rita Ferreira, Sónia Martins, and Lia Fernandes. "Promoting Reminiscences with Virtual Reality Headsets: A Pilot Study with People with Dementia." International Journal of Environmental Research and Public Health 17, no. 24 (December 12, 2020): 9301. http://dx.doi.org/10.3390/ijerph17249301.

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This study aimed to explore the feasibility and effects of promoting reminiscences, using virtual reality (VR) headsets for viewing 360° videos with personal relevance, with people with dementia. A study with a mixed methods design was conducted with nine older adults diagnosed with dementia. Interventions consisted of four sessions, in which the participants’ engagement, psychological and behavioral symptoms, and simulation sickness symptoms were evaluated. Neuropsychiatric symptomatology and quality of life were measured pre- and post-intervention. Caregivers were interviewed regarding the effect of the approach. In most cases, participants appeared to enjoy the sessions, actively explored the 360° environment, and shared memories associated with the depicted locations, often spontaneously. There were no cases of significant increases in simulator sickness and psychological and behavioral symptoms during sessions, with only some instances of minor eyestrain, fullness of head, anxiety, irritability, and agitation being detected. Although there were no significant changes in the measured outcomes after intervention, the caregivers assessed the experience as potentially beneficial for most participants. In this study, promoting reminiscences with VR headsets was found to be a safe and engaging experience for people with dementia. However, future studies are required to better understand the added value of immersion, using VR, in reminiscence therapy.
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Reger, Greg M., Derek Smolenski, Amanda Edwards-Stewart, Nancy A. Skopp, Albert “Skip” Rizzo, and Aaron Norr. "Does Virtual Reality Increase Simulator Sickness During Exposure Therapy for Post-Traumatic Stress Disorder?" Telemedicine and e-Health 25, no. 9 (September 1, 2019): 859–61. http://dx.doi.org/10.1089/tmj.2018.0175.

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Tyrrell, Ryan, Hilla Sarig-Bahat, Katrina Williams, Grace Williams, and Julia Treleaven. "Simulator sickness in patients with neck pain and vestibular pathology during virtual reality tasks." Virtual Reality 22, no. 3 (September 22, 2017): 211–19. http://dx.doi.org/10.1007/s10055-017-0324-1.

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Somrak, Andrej, Matevž Pogačnik, and Jože Guna. "Suitability and Comparison of Questionnaires Assessing Virtual Reality-Induced Symptoms and Effects and User Experience in Virtual Environments." Sensors 21, no. 4 (February 8, 2021): 1185. http://dx.doi.org/10.3390/s21041185.

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Although virtual reality (VR) has already achieved technological maturity, there are still some significant drawbacks for technology acceptance and broader user adoption, presenting research challenges. Thus, there is a need for standard, reliable, and quick assessment tools for Virtual Reality-Induced Symptoms and Effects (VRISE) and user experience in VR Assessing VRISE and user experience could be time consuming, especially when using objective physiological measures. In this study, we have reviewed, compared, and performed a suitability assessment of existing standard measures for evaluating VRISE and user experience in VR We have developed a first-person VR game with different scenes and different conditions. For assessing VRISE symptoms, we have used the Simulator Sickness Questionnaire (SSQ) and Fast Motion Sickness Score (FMS). For assessing user experience, we have used the short version of the User Experience Questionnaire (UEQ-S). We have also used a novel Virtual Reality Neuroscience Questionnaire (VRNQ) for assessing VRISE and user experience aspects. The result has shown that FMS and VRNQ (VRISE section) are suitable for quick assessment of VRISE and that VRNQ (User experience section) is suitable for assessing user experience. The advantage of FMS and VRNQ questionnaires is that they are shorter to fulfill and easier to understand. FMS also enables to record the VRISE levels during the virtual experience and thus capturing its trend over time. Another advantage of the VRNQ is that it also provides the minimum and parsimonious cut-offs to appraise the suitability of VR software, which we have confirmed in our study to be adequate.
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Pettijohn, Kyle A., Chad Peltier, Jamie R. Lukos, Jacob N. Norris, and Adam T. Biggs. "Virtual and augmented reality in a simulated naval engagement: Preliminary comparisons of simulator sickness and human performance." Applied Ergonomics 89 (November 2020): 103200. http://dx.doi.org/10.1016/j.apergo.2020.103200.

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Merta, Michael, and Nicholas Kelling. "Effects of Level of Control on Simulator Sickness Using a Virtual Reality Head Mounted Device." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 59, no. 1 (September 2015): 766–69. http://dx.doi.org/10.1177/1541931215591237.

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Kim, Jeong-Youn, Jae-Beom Son, Hyun-Sung Leem, and Seung-Hwan Lee. "Psychophysiological Alteration After Virtual Reality Experiences Using Smartphone-Assisted Head Mount Displays: An EEG-Based Source Localization Study." Applied Sciences 9, no. 12 (June 19, 2019): 2501. http://dx.doi.org/10.3390/app9122501.

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Brain functional changes could be observed in people after an experience of virtual reality (VR). The present study investigated cyber sickness and changes of brain regional activity using electroencephalogram (EEG)-based source localization, before and after a VR experience involving a smartphone-assisted head mount display. Thirty participants (mean age = 25 years old) were recruited. All were physically healthy and had no ophthalmological diseases. Their corrected vision was better than 20/20. Resting state EEG and the simulator sickness questionnaire (SSQ) were measured before and after the VR experience. Source activity of each frequency band was calculated using the sLORETA program. After the VR experience, the SSQ total score and sub scores (nausea, oculomotor symptoms, and disorientation) were significantly increased, and brain source activations were significantly increased: alpha1 activity in the cuneus and alpha2 activity in the cuneus and posterior cingulate gyrus (PCG). The change of SSQ score (after–before) showed significant negative correlation with the change of PCG activation (after–before) in the alpha2 band. The study demonstrated increased cyber sickness and increased alpha band power in the cuneus and PCG after the VR experience. Reduced PCG activation in alpha band may be associated with the symptom severity of cyber sickness.
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Liu, Ran, Miao Xu, Yanzhen Zhang, Eli Peli, and Alex D. Hwang. "A Pilot Study on Electroencephalogram-based Evaluation of Visually Induced Motion Sickness." Journal of Imaging Science and Technology 64, no. 2 (March 1, 2020): 20501–1. http://dx.doi.org/10.2352/j.imagingsci.technol.2020.64.2.020501.

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Abstract The most prominent problem in virtual reality (VR) technology is that users may experience motion-sickness-like symptoms when they immerse into a VR environment. These symptoms are recognized as visually induced motion sickness (VIMS) or virtual reality motion sickness. The objectives of this study were to investigate the association between the electroencephalogram (EEG) and subjectively rated VIMS level (VIMSL) and find EEG markers for VIMS evaluation. A VR-based vehicle-driving simulator was used to induce VIMS symptoms, and a wearable EEG device with four electrodes (the Muse) was used to collect EEG data. The results suggest that individual tolerance, susceptibility, and recoverability to VIMS varied largely among subjects; the following markers were shown to be significantly different from no-VIMS and VIMS states (P < 0.05): (1) means of gravity frequency (GF) for theta@FP1, alpha@TP9, alpha@FP2, alpha@TP10, and beta@FP1; (2) standard deviation of GF for alpha@TP9, alpha@FP1, alpha@FP2, alpha@TP10, and alpha@(FP2‐FP1); (3) standard deviation of power spectral entropy for FP1; (4) means of Kolmogorov complexity (KC) for TP9, FP1, and FP2. These results also demonstrate that it is feasible to perform VIMS evaluation using an EEG device with a few electrodes.
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Saito, Yoshiaki, Kazumasa Kawashima, and Masahito Hirakawa. "Effectiveness of a Head Movement Interface for Steering a Vehicle in a Virtual Reality Driving Simulation." Symmetry 12, no. 10 (October 7, 2020): 1645. http://dx.doi.org/10.3390/sym12101645.

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Recently, virtual reality (VR) has become popular for a variety of applications, such as manufacturing and entertainment. In this study, considering that a driver’s head moves according to the motion of turning the steering wheel, we explored the effectiveness of head movement as a means for steering a vehicle in a virtual reality driving simulation. First, we analyzed the motion axes that are effective for control and found that the x (horizontal) direction, yaw rotation, and roll rotation are potential candidates. Through the implementation of a simulator, which allows participants to steer the vehicle by means of head movement, it was found that the x-axis movement was the most reliable as it reduced VR sickness while guaranteeing better usability and realistic motion. Human–machine interaction can become conceived of as symmetrical in the sense that if a machine is truly easy for humans to handle, it means that they can get the best out of it.
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Meyer, Kenneth, Hugh L. Applewhite, and Frank A. Biocca. "A Survey of Position Trackers." Presence: Teleoperators and Virtual Environments 1, no. 2 (January 1992): 173–200. http://dx.doi.org/10.1162/pres.1992.1.2.173.

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This paper is a survey of position-tracking technologies and their use in virtual reality (VR) applications. A framework is established to evaluate the suitability of a position-tracking implementation for virtual reality use. Mechanical, optical, magnetic, and acoustic implementations are discussed with examples of each. Also, the effect of position tracking on a virtual reality user is discussed, especially with regard to the position tracker's role as a cause of simulation sickness. A catalog of implementations and uses is included in an appendix.
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Campo-Prieto, Pablo, Gustavo Rodríguez-Fuentes, and José Mª Cancela-Carral. "Can Immersive Virtual Reality Videogames Help Parkinson’s Disease Patients? A Case Study." Sensors 21, no. 14 (July 15, 2021): 4825. http://dx.doi.org/10.3390/s21144825.

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Video games have proven useful in physical rehabilitation therapy. Accessibility, however, is limited for some groups such as the elderly or patients with Parkinson’s disease (PD). We explore the potential of fully immersive video games as a rehabilitation tool in PD patients. Four patients with mild-moderate PD (3 males:1 female, 53–71 years) participated in the study. Training consisted in two immersive virtual reality video gaming sessions. Outcomes were evaluated using System Usability Scale (SUS), Simulator Sickness Questionnaire (SSQ), Game Experience Questionnaire-post game (GEQ), an ad hoc satisfaction questionnaire and perceived effort. All participants completed the sessions without adverse effects (100%), without SSQ symptoms reported. Post-gaming SUS was >75% in both sessions (range 75–80%). Post-gaming GEQ scores were 3.3–4.0/4 in both sessions. Immersive virtual reality video gaming is feasible in patients with mild-moderate PD, with positive usability and patient satisfaction, and no adverse effects.
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Gruden, Timotej, Nenad B. Popović, Kristina Stojmenova, Grega Jakus, Nadica Miljković, Sašo Tomažič, and Jaka Sodnik. "Electrogastrography in Autonomous Vehicles—An Objective Method for Assessment of Motion Sickness in Simulated Driving Environments." Sensors 21, no. 2 (January 14, 2021): 550. http://dx.doi.org/10.3390/s21020550.

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Autonomous vehicles are expected to take complete control of the driving process, enabling the former drivers to act as passengers only. This could lead to increased sickness as they can be engaged in tasks other than driving. Adopting different sickness mitigation techniques gives us unique types of motion sickness in autonomous vehicles to be studied. In this paper, we report on a study where we explored the possibilities of assessing motion sickness with electrogastrography (EGG), a non-invasive method used to measure the myoelectric activity of the stomach, and its potential usage in autonomous vehicles (AVs). The study was conducted in a high-fidelity driving simulator with a virtual reality (VR) headset. There separate EGG measurements were performed: before, during and after the driving AV simulation video in VR. During the driving, the participants encountered two driving environments: a straight and less dynamic highway road and a highly dynamic and curvy countryside road. The EGG signal was recorded with a proprietary 3-channel recording device and Ag/AgCl cutaneous electrodes. In addition, participants were asked to signalize whenever they felt uncomfortable and nauseated by pressing a special button. After the drive they completed also the Simulator Sickness Questionnaire (SSQ) and reported on their overall subjective perception of sickness symptoms. The EGG results showed a significant increase of the dominant frequency (DF) and the percentage of the high power spectrum density (FSD) as well as a significant decrease of the power spectrum density Crest factor (CF) during the AV simulation. The vast majority of participants reported nausea during more dynamic conditions, accompanied by an increase in the amplitude and the RMS value of EGG. Reported nausea occurred simultaneously with the increase in EGG amplitude. Based on the results, we conclude that EGG could be used for assessment of motion sickness in autonomous vehicles. DF, CF and FSD can be used as overall sickness indicators, while the relative increase in amplitude of EGG signal and duration of that increase can be used as short-term sickness indicators where the driving environment may affect the driver.
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Seabrook, Elizabeth, Ryan Kelly, Fiona Foley, Stephen Theiler, Neil Thomas, Greg Wadley, and Maja Nedeljkovic. "Understanding How Virtual Reality Can Support Mindfulness Practice: Mixed Methods Study." Journal of Medical Internet Research 22, no. 3 (March 18, 2020): e16106. http://dx.doi.org/10.2196/16106.

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Background Regular mindfulness practice has been demonstrated to be beneficial for mental health, but mindfulness can be challenging to adopt, with environmental and personal distractors often cited as challenges. Virtual reality (VR) may address these challenges by providing an immersive environment for practicing mindfulness and by supporting the user to orient attention to the present moment within a tailored virtual setting. However, there is currently a limited understanding of the ways in which VR can support or hinder mindfulness practice. Such an understanding is required to design effective VR apps while ensuring that VR-supported mindfulness is acceptable to end users. Objective This study aimed to explore how VR can support mindfulness practice and to understand user experience issues that may affect the acceptability and efficacy of VR mindfulness for users in the general population. Methods A sample of 37 participants from the general population trialed a VR mindfulness app in a controlled laboratory setting. The VR app presented users with an omnidirectional video of a peaceful forest environment with a guided mindfulness voiceover that was delivered by a male narrator. Scores on the State Mindfulness Scale, Simulator Sickness Questionnaire, and single-item measures of positive and negative emotion and arousal were measured pre- and post-VR for all participants. Qualitative feedback was collected through interviews with a subset of 19 participants. The interviews sought to understand the user experience of mindfulness practice in VR. Results State mindfulness (P<.001; Cohen d=1.80) and positive affect (P=.006; r=.45) significantly increased after using the VR mindfulness app. No notable changes in negative emotion, subjective arousal, or symptoms of simulator sickness were observed across the sample. Participants described the user experience as relaxing, calming, and peaceful. Participants suggested that the use of VR helped them to focus on the present moment by using visual and auditory elements of VR as attentional anchors. The sense of presence in the virtual environment (VE) was identified by participants as being helpful to practicing mindfulness. Interruptions to presence acted as distractors. Some uncomfortable experiences were discussed, primarily in relation to video fidelity and the weight of the VR headset, although these were infrequent and minor. Conclusions This study suggests that an appropriately designed VR app can support mindfulness practice by enhancing state mindfulness and inducing positive affect. VR may help address the challenges of practicing mindfulness by creating a sense of presence in a tailored VE; by allowing users to attend to visual and auditory anchors of their choice; and by reducing the scope of the content in users’ mind-wandering. VR has the unique capability to combine guided mindfulness practice with tailored VEs that lend themselves to support individuals to focus attention on the present moment.
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Anggoro, Pius Dian Widi. "Kajian Interaksi Pengguna Untuk Navigasi Aplikasi Prambanan VR Berbasis Virtual Reality." Jurnal Teknologi Informasi dan Ilmu Komputer 5, no. 2 (May 28, 2018): 239. http://dx.doi.org/10.25126/jtiik.201852673.

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<p>Candi Prambanan sebagai warisan budaya yang diakui UNESCO, tetapi muncul masalah pelapukan batuan karena banyaknya pengunjung. Jumlah pengunjung perlu diatur, salah satunya dengan implementasikan dalam bentuk aplikasi Prambanan VR. Virtual Reality (VR) mengalami pertumbuhan karena dapat dijalankan pada perangkat mobile yang siap pakai, dengan harga terjangkau. Namun, interaksi masukan hanya terbatas pada penggunaan head tracking atau tombol input, dan sulit untuk melakukan tugas rumit seperti navigasi dengan berjalan terutama pada lingkungan VR yang luas, tetapi lingkungan nyata terbatas. Penelitian ini membandingkan tiga metode interaksi saat bernavigasi di lingkungan VR yang luas, yaitu dengan dengan teknik non-alami (gamepad), teknik semi-alami berdasarkan posisi kepala (Head-Tilt), dan teknik alami dengan metode jalan di tempat (WIP). Penelitian ini juga menganalisis bentuk interaksi yang dapat meminimalkan sakit akibat penggunaan aplikasi VR (cybersickness). Pengujian teknik navigasi di lingkungan virtual dengan aksi berjalan seperti di dunia nyata dilakukan untuk menemukan bentuk interaksi yang lebih realistis yang dapat meningkatkan kinerja pengguna dan tetapi meminimalisir sakit yang timbul, saat menyelesaikan tugas bernavigasi. Survei efek sakit yang timbul dilakukan menggunakan kuesioner simulator (SSQ), dan hasil eksperimen menunjukkan bahwa pengalaman yang mendalam (immersive) akan dicapai saat interaksi yang dirasakan oleh pengguna menyerupai aksi berjalan secara alami dapat disediakan di lingkungan virtual, yaitu WIP. Walaupun teknik ini muncul jeda saat bernavigasi, dan lambat serta kurang akurat dibandingkan kedua teknik lainnya, namun menghasilkan tingkat cybersickness minimal.</p><p> </p><p>Abstract</p><p>Prambanan temple is listed as UNESCO World Heritage Sites, but the problem of stones corrosion due to the large number of visitors. Need to split the visitors, one of them by implementing in Prambanan VR application. Virtual Reality (VR) is growing fast because can run on mobile devices which ready and affordable. However, mobile VR inputs are limited to the use of head tracking or input keys, and difficult to perform complex tasks such as navigating by walking on a large virtual environment, in limited real environment. This study compared three interaction techniques for navigating in large virtual environment, with non-natural techniques (gamepad), and semi-natural techniques based on head-tilt, and natural navigation using walk-in-place (WIP). This study also analyzes which interactions could minimize the cybersicknes. This navigation techniques are tested in virtual environments with approach real-world walking action, to found a more realistic interaction design that can increase the performance of user tasks and minimalize motion sickness, when navigating. The survey was conducted using a simulator sickness questionnaire (SSQ), and the experimental results show that an immersive experience is achieved when there is an interaction likes real walking action provided in a virtual environment. Although, the WIP shows delayed and slower also less accurate than the other techniques, navigation interaction with the WIP method results minimal cybersickness.</p>
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Wang, Bingcheng, Pei-Luen Patrick Rau, and Lili Dong. "F3-1 Effects of Controller and Body Posture On Simulator Sickness and Visual Fatigue in Virtual Reality." Japanese journal of ergonomics 53, Supplement2 (2017): S442—S445. http://dx.doi.org/10.5100/jje.53.s442.

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Zhang, Mingshao, Zhou Zhang, Yizhe Chang, El-Sayed Aziz, Sven Esche, and Constantin Chassapis. "Recent Developments in Game-Based Virtual Reality Educational Laboratories Using the Microsoft Kinect." International Journal of Emerging Technologies in Learning (iJET) 13, no. 01 (January 22, 2018): 138. http://dx.doi.org/10.3991/ijet.v13i01.7773.

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Virtual Reality (VR) is a well-known concept and has been proven to be beneficial in various areas. However, several disadvantages inherent in VR prevent its broad deployment in the educational arena. These limitations include non-realistic representation, lack of customizability and flexibility, financial feasibility, physical and psychological discomforts of the users, simulator sickness, etc. In this paper, an innovative method that uses the Microsoft Kinect as an essential component for developing game-based VR educational laboratories is presented. This technique addresses three different aspects. First, it represents an efficient method for creating the VE using the Kinect as a measuring tool. Second, the Kinect is employed as a substitute DAQ system for acquiring range data and tracking the motion of objects of interest. At last, the Kinect serves as a novel human-computer interface for tracking the users’ entire body motion and recognizing their voices. Using the method described here, three major aspects of educational VR development can be accomplished with an inexpensive and commercially available Kinect.
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Campo-Prieto, Pablo, Gustavo Rodríguez-Fuentes, and Jose Mª Cancela Carral. "Traducción y adaptación transcultural al español del Simulator Sickness Questionnaire (Translation and cross-cultural adaptation to Spanish of the Simulator Sickness Questionnaire)." Retos 43 (August 6, 2021): 503–9. http://dx.doi.org/10.47197/retos.v43i0.87605.

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La Realidad Virtual (RV) es una herramienta cada vez más presente en la valoración y tratamiento del paciente neurológico. Sin embargo, en ocasiones, la exposición a entornos inmersivos puede desencadenar efectos adversos. Detectar las posibles complicaciones de su uso se antoja fundamental para dotar de seguridad a sus aplicaciones terapéuticas. El objetivo de este trabajo ha sido realizar una traducción y adaptación transcultural del cuestionario Simulator Sickness Questionnaire (SSQ), empleado para valorar el cybersickness o sintomatología adversa asociada al uso de la RV, de cara a minimizar riesgos vinculados a su uso en población española. Se llevó a cabo una traducción, retrotraducción y adaptación del instrumento original y una validación de contenido y equivalencia semántica del cuestionario a través de la opinión de expertos, llegando a una versión preliminar evaluada en un ensayo piloto con 54 participantes. Tras la obtención de la versión preliminar en español, el análisis de validez de contenido mostró valores elevados (índice de validez de contenido ³ 0.89; valores de kappa ³ 0.89). 42 de los 54 participantes en el estudio (78%) entendieron el total de la equivalencia semántica planteada y el 100% de la muestra comprendió 13 de los 16 ítems adaptados (81%). El proceso de traducción y adaptación transcultural al castellano del SSQ llevado a cabo, ha dado como resultado una versión equivalente al cuestionario original, presentando una elevada concordancia semántica que facilitará el desarrollo de futuros estudios en población española sobre la sintomatología adversa que pudiera generar la RV. Abstract. Virtual Reality (VR) uses is growing in the assessment and treatment of neurological patients. However, immersive environments exposure can trigger adverse effects. Checking the possible complications of its use is essential to provide security to therapeutic approaches. The aim of this work has been to carry out a translation and cross-cultural adaptation of the Simulator Sickness Questionnaire (SSQ), used to assess cybersickness or adverse symptoms associated with VR, with the aim to decrease risks in the Spanish population. Forward-translation, back-translation and cross-cultural adaptation of the original questionnaire was carried out. Content validation and semantic equivalence was assessed by an expert panel, leading to a preliminary version evaluated in a pilot trial with 54 participants. After obtaining the preliminary version in Spanish, the content validity analysis showed high values (content validity index ³ 0.89 and kappa values ³ 0.89). 42 of the 54 participants (78%) understood the total semantic equivalence raised and 100% of the sample understood 13 of the 16 adapted items (81%). The translation and cross-cultural adaptation into Spanish of the SSQ was carried out in this study, showed an equivalent version to the original questionnaire, presenting a high semantic concordance and facilitating the development of future studies in the Spanish population on the adverse symptoms that VR could generate.
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Salzman, Marilyn C., Chris Dede, R. Bowen Loftin, and Debra Sprague. "Assessing Virtual Reality's Potential for Teaching Abstract Science." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 41, no. 2 (October 1997): 1208–12. http://dx.doi.org/10.1177/1071181397041002108.

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Understanding how to leverage the features of immersive, three-dimensional (3-D) multisensory virtual reality to meet user needs presents a challenge for human factors researchers. This paper describes our approach to evaluating this medium's potential as a tool for teaching abstract science. It describes some of our early research outcomes and discusses an evaluation comparing a 3-D VR microworld to an alternative 2-D computer-based microworld. Both are simulations in which students learn about electrostatics. The outcomes of the comparison study suggest: 1) the immersive 3-D VR microworld facilitated conceptual and three-dimensional learning that the 2-D computer microworld did not, and 2) VR's multisensory information aided students who found the electrostatics concepts challenging. As a whole, our research suggests that VR's immersive representational abilities have promise for teaching and for visualization. It also demonstrates that characteristics of the learning experience such as usability, motivation, and simulator sickness are important part of assessing this medium's potential.
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Kim, Nam-Gyoon, and Beom-Su Kim. "The Effect of Retinal Eccentricity on Visually Induced Motion Sickness and Postural Control." Applied Sciences 9, no. 9 (May 10, 2019): 1919. http://dx.doi.org/10.3390/app9091919.

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The present study investigated the effect of retinal eccentricity on visually induced motion sickness (VIMS) and postural control. Participants wore a head-mounted display masked for the central 10° (peripheral vision), the peripheral except for the central 10° (central vision), or unmasked (control) to watch a highly immersive 3D virtual reality (VR) ride along China’s Great Wall. The Simulator Sickness Questionnaire was administered to assess VIMS symptoms before and after the VR exposure. In addition, postural sway data were collected via sensors attached to each participant’s head, torso, and hip. Results demonstrated that peripheral vision triggered the most severe symptoms of motion sickness, whereas full vision most perturbed posture. The latter finding contradicts previous research findings demonstrating the peripheral advantage of postural control. Although the source of compromised postural control under peripheral stimulation is not clear, the provocative nature of visual stimulation depicting a roller-coaster ride along a rugged path likely contributed to the contradictory findings. In contrast, motion sickness symptoms were least severe, and posture was most stable, under central vision. These findings provide empirical support for the tactic assumed by VR engineers who reduce the size of the field of view to ameliorate the symptoms of motion sickness.
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Lee, Juyoung, Sang Chul Ahn, and Jae-In Hwang. "A Walking-in-Place Method for Virtual Reality Using Position and Orientation Tracking." Sensors 18, no. 9 (August 27, 2018): 2832. http://dx.doi.org/10.3390/s18092832.

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People are interested in traveling in an infinite virtual environment, but no standard navigation method exists yet in Virtual Reality (VR). The Walking-In-Place (WIP) technique is a navigation method that simulates movement to enable immersive travel with less simulator sickness in VR. However, attaching the sensor to the body is troublesome. A previously introduced method that performed WIP using an Inertial Measurement Unit (IMU) helped address this problem. That method does not require placement of additional sensors on the body. That study proved, through evaluation, the acceptable performance of WIP. However, this method has limitations, including a high step-recognition rate when the user does various body motions within the tracking area. Previous works also did not evaluate WIP step recognition accuracy. In this paper, we propose a novel WIP method using position and orientation tracking, which are provided in the most PC-based VR HMDs. Our method also does not require additional sensors on the body and is more stable than the IMU-based method for non-WIP motions. We evaluated our method with nine subjects and found that the WIP step accuracy was 99.32% regardless of head tilt, and the error rate was 0% for squat motion, which is a motion prone to error. We distinguish jog-in-place as “intentional motion” and others as “unintentional motion”. This shows that our method correctly recognizes only jog-in-place. We also apply the saw-tooth function virtual velocity to our method in a mathematical way. Natural navigation is possible when the virtual velocity approach is applied to the WIP method. Our method is useful for various applications which requires jogging.
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Lisle, Lee, Coleman Merenda, Kyle Tanous, Hyungil Kim, Joseph L. Gabbard, and Doug A. Bowman. "Effects of Volumetric Augmented Reality Displays on Human Depth Judgments." International Journal of Mobile Human Computer Interaction 11, no. 2 (April 2019): 1–18. http://dx.doi.org/10.4018/ijmhci.2019040101.

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Many driving scenarios involve correctly perceiving road elements in depth and manually responding as appropriate. Of late, augmented reality (AR) head-up displays (HUDs) have been explored to assist drivers in identifying road elements, by using a myriad of AR interface designs that include world-fixed graphics perceptually placed in the forward driving scene. Volumetric AR HUDs purportedly offer increased accuracy of distance perception through natural presentation of oculomotor cues as compared to traditional HUDs. In this article, the authors quantify participant performance matching virtual objects to real-world counterparts at egocentric distances of 7-12 meters while using both volumetric and fixed-focal plane AR HUDs. The authors found the volumetric HUD to be associated with faster and more accurate depth judgements at far distance, and that participants performed depth judgements more quickly as the experiment progressed. The authors observed no differences between the two displays in terms of reported simulator sickness or eye strain.
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Masoumzadeh, Sogol, and Zahra Moussavi. "Does Practicing with a Virtual Reality Driving Simulator Improve Spatial Cognition in Older Adults? A Pilot Study." Neuroscience Insights 15 (January 2020): 263310552096793. http://dx.doi.org/10.1177/2633105520967930.

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Memory, cognition, executive functioning, and spatial cognition loss are prevalent in the normal aging process, but these impairments are observed more extensively in individuals with dementia, specifically Alzheimer’s disease. To improve the impaired functions, serious games targeting the lost functions are commonly developed and used in training programs. In this study, we designed a virtual reality driving simulator (VRDS) as a serious game with different difficulty levels for improving the spatial cognition; we evaluated it on 11 participants with different levels of dementia for two weeks, every day except weekends (10 sessions of practice in total) and 30 min/day. We assessed the participants’ spatial cognition before and after the intervention by an independent assessment (the VR replica of Morris Water test) and also by their performance playing the VRDS during the intervention. We also assessed the participants’ mood by a standard depression scale as well as their plausible experience of simulation sickness. The results showed significant improvement in Morris water test. The participants’ normalized correct trajectory (to find the target) was improved significantly by 44.4% at post-intervention with respect to baseline. Furthermore, on average, the participants progressed to higher (more challenging) levels of the game, and their spatial learning score increased throughout the sessions. Their mood also showed improvement with respect to baseline. Overall, the results hold promise for the designed VRDS as a mood-lifting and enhancing spatial skills serious game for older adults if it is played regularly. Trial Registry name: Investigating the Effect of Training with a Virtual Reality Driving Simulator URL: https://clinicaltrials.gov/ct2/show/NCT04074655 Clinical Trials.gov ID: NCT04074655
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Kovalev, Artem I., Anton O. Rogachev, Oksana A. Klimova, and Anton F. Gasimov. "ELECTROPHYSIOLOGICAL INDICES OF THE VECTION ILLUSION IN VIRTUAL REALITY." Moscow University Psychology Bulletin, no. 2 (2020): 26–44. http://dx.doi.org/10.11621/vsp.2020.02.02.

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Relevance. The study of the self-motion (“vection”) illusion is an important task for modern psychology and neuroscience due to the widespread use of virtual reality systems. The study of psychophysiological mechanisms of this phenomenon has particular importance as an example of intersensory interactions. Objective. To study the psychophysiological mechanisms of the self-motion illusion in a virtual reality system using electroencephalography. Methodology. Eleven healthy subjects took part in the experiment. The stimulation was a virtual opto-kinetic drum that rotated clockwise and counterclockwise around a vertical axis with angular velocities of 30, 45 and 60 angular deg/s. The duration of each rotation was 60 seconds. The subjects were presented with 18 rotations; there was a series with instructions for free viewing of the visual scene (3 speeds × 2 directions × 2 repetitions) and a series with instructions to fix the gaze in the center of the virtual scene (3 speeds × 2 directions × 1 repetition). After each rotation, the subjects filled out the “Simulator Sickness Questionnaire” and evaluated the intensity of the illusion on a 10-point scale. Stimulation was presented in the HTC Vive virtual reality helmet. Electroencephalogram recording during the observation of cylinder rotations was performed using Mitsar-EEG-10/70-201. Results. Significant differences were found in the intensity of the illusion, the total score on the questionnaire, and the power of the alpha rhythm in the parietal zones, depending on the speed of rotation. The higher the rotational speed, the greater the values of these dependent variables. Large values for beta-rhythm power in the occipital areas were found in the series with fixed eyes, in the subjects with high values for the intensity of the illusion. Conclusions. Differences were shown in the bioelectrical activity of the brain during the experience of the self-motion illusion, related to mechanisms of visual-vestibular integration and greater attention to the performance of the motor task of gaze fixation.
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46

Somrak, Andrej, Matevž Pogačnik, and Jože Guna. "Impact of Different Types of Head-Centric Rest-Frames on VRISE and User Experience in Virtual Environments." Applied Sciences 11, no. 4 (February 10, 2021): 1593. http://dx.doi.org/10.3390/app11041593.

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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 game. However, for the users experienced with VR technology, the VRISE disorientation symptoms were alleviated in a high action mode of the game with rest-frame glasses. We found no negative effect of rest-frames on the user experience and presence, except for some negative impact when using rest-frame glasses in the low action mode of the game. No negative impact on the performance itself was observed. That means that the usage of head-centric rest-frames is suitable for usage in VR applications. In terms of VRISE levels, we found out that rest-frame glasses are more suitable for the wearers of the distance spectacles, and a baseball hat is more suitable for non-wearers of distance spectacles.
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Hernandez, Rosalba, Brett Burrows, Matthew H. E. M. Browning, Killivalavan Solai, Drew Fast, Natalia O. Litbarg, Kenneth R. Wilund, and Judith T. Moskowitz. "Mindfulness-based Virtual Reality Intervention in Hemodialysis Patients: A Pilot Study on End-user Perceptions and Safety." Kidney360 2, no. 3 (January 8, 2021): 435–44. http://dx.doi.org/10.34067/kid.0005522020.

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BackgroundVirtual reality (VR) is an evolving technology that is becoming a common treatment for pain management and psychologic phobias. Although nonimmersive devices (e.g., the Nintendo Wii) have been previously tested with patients on hemodialysis, no studies to date have used fully immersive VR as a tool for intervention delivery. This pilot trial tests the initial safety, acceptability, and utility of VR during maintenance hemodialysis treatment sessions—particularly, whether VR triggers motion sickness that mimics or negatively effects treatment-related symptoms (e.g., nausea).MethodsPatients on hemodialysis (n=20) were enrolled in a phase 1 single-arm proof-of-concept trial. While undergoing hemodialysis, participants were exposed to our new Joviality VR program. This 25-minute program delivers mindfulness training and guided meditation using the Oculus Rift head-mounted display. Participants experienced the program on two separate occasions. Before and immediately after exposure, participants recorded motion-related symptoms and related discomfort on the Simulator Sickness Questionnaire. Utility measures included the end-user’s ability to be fully immersed in the virtual space, interact with virtual objects, find hardware user friendly, and easily navigate the Joviality program with the System Usability Scale.ResultsMean age was 55.3 (±13.1) years; 80% male; 60% Black; and mean dialysis vintage was 3.56 (±3.75) years. At the first session, there were significant decreases in treatment and/or motion-related symptoms after VR exposure (22.6 versus 11.2; P=0.03); scores >20 indicate problematic immersion. Hemodialysis end-users reported high levels of immersion in the VR environment and rated the software easy to operate, with average System Usability Scale scores of 82.8 out of 100.ConclusionsPatients on hemodialysis routinely suffer from fatigue, nausea, lightheadedness, and headaches that often manifest during their dialysis sessions. Our Joviality VR program decreased symptom severity without adverse effects. VR programs may be a safe platform to improve the experience of patients on dialysis.
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Keshavarz, Behrang, Raheleh Saryazdi, Jennifer L. Campos, and John F. Golding. "Introducing the VIMSSQ: Measuring susceptibility to visually induced motion sickness." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 63, no. 1 (November 2019): 2267–71. http://dx.doi.org/10.1177/1071181319631216.

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Visually induced motion sickness (VIMS) is a specific form of motion sickness caused by dynamic visual content such as Virtual Reality applications. Predicting individual susceptibility to VIMS has proven to be difficult and a reliable method has yet to emerge. Here, we introduce the Visually Induced Motion Sickness Susceptibility Questionnaire (VIMSSQ), a modification of the Motion Sickness Susceptibility Questionnaire uniquely designed to predict the susceptibility to VIMS specifically. Scores on the VIMSSQ are based on incidences of nausea, headache, fatigue, dizziness, and eyestrain during the past use of visual devices. In this proof-of-concept study, 71 adult participants (34 younger, 37 older) engaged in a simulated driving task and VIMS was measured using the Fast Motion Sickness Scale. Strong correlations with the reported level of VIMS were found for the nausea aspects of the VIMSSQ, suggesting that the VIMSSQ may be a useful tool to estimate individuals’ susceptibility to VIMS.
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Katsigiannis, Stamos, Rhys Willis, and Naeem Ramzan. "A QoE and Simulator Sickness Evaluation of a Smart-Exercise-Bike Virtual Reality System via User Feedback and Physiological Signals." IEEE Transactions on Consumer Electronics 65, no. 1 (February 2019): 119–27. http://dx.doi.org/10.1109/tce.2018.2879065.

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Niu, Yunfang, Danli Wang, Ziwei Wang, Fan Sun, Kang Yue, and Nan Zheng. "User Experience Evaluation in Virtual Reality based on Subjective Feelings and Physiological Signals." Electronic Imaging 2020, no. 13 (January 26, 2020): 60413–1. http://dx.doi.org/10.2352/issn.2470-1173.2020.13.ervr-382.

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At present, the research on emotion in the virtual environment is limited to the subjective materials, and there are very few studies based on objective physiological signals. In this article, the authors conducted a user experiment to study the user emotion experience of virtual reality (VR) by comparing subjective feelings and physiological data in VR and two-dimensional display (2D) environments. First, they analyzed the data of self-report questionnaires, including Self-assessment Manikin (SAM), Positive And Negative Affect Schedule (PANAS) and Simulator Sickness Questionnaire (SSQ). The result indicated that VR causes a higher level of arousal than 2D, and easily evokes positive emotions. Both 2D and VR environments are prone to eye fatigue, but VR is more likely to cause symptoms of dizziness and vertigo. Second, they compared the differences of electrocardiogram (ECG), skin temperature (SKT) and electrodermal activity (EDA) signals in two circumstances. Through mathematical analysis, all three signals had significant differences. Participants in the VR environment had a higher degree of excitement, and the mood fluctuations are more frequent and more intense. In addition, the authors used different machine learning models for emotion detection, and compared the accuracies on VR and 2D datasets. The accuracies of all algorithms in the VR environment are higher than that of 2D, which corroborated that the volunteers in the VR environment have more obvious skin electrical signals, and had a stronger sense of immersion. This article effectively compensated for the inadequacies of existing work. The authors first used objective physiological signals for experience evaluation and used different types of subjective materials to make contrast. They hope their study can provide helpful guidance for the engineering reality of virtual reality.
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