Managing cybersickness in virtual reality

被引:0
|
作者
Rebenitsch, Lisa [1 ]
机构
[1] Michigan State University, United States
来源
XRDS: Crossroads | 2015年 / 22卷 / 01期
关键词
D O I
10.1145/2810054
中图分类号
学科分类号
摘要
引用
下载
收藏
页码:46 / 51
相关论文
共 50 条
  • [1] Cybersickness in Virtual Reality and Augmented Reality
    Lawson, Ben D.
    Stanney, Kay M.
    FRONTIERS IN VIRTUAL REALITY, 2021, 2
  • [2] CYBERSICKNESS IN VIRTUAL REALITY: PHENOMENOLOGY AND MEASUREMENTS
    Smyslova, O. V.
    Voiskounsky, A. E.
    PSIKHOLOGICHESKII ZHURNAL, 2019, 40 (04) : 85 - 94
  • [3] Virtual reality cybersickness and the headache patient
    Chen, Qian Cece
    Fleming, Andrew
    Lepkowsky, Adam
    Narouze, Samer
    PAIN MEDICINE, 2024, 25 (06) : 367 - 369
  • [4] Clinical applications of virtual reality and cybersickness
    St-Jacques, J
    Bouchard, S
    CYBERPSYCHOLOGY & BEHAVIOR, 2005, 8 (04): : 360 - 360
  • [5] Estimating cybersickness from virtual reality applications
    Rebenitsch, Lisa
    Owen, Charles
    VIRTUAL REALITY, 2021, 25 (01) : 165 - 174
  • [6] Visual Techniques to Reduce Cybersickness in Virtual Reality
    Groth, Colin
    Tauscher, Jan-Philipp
    Heesen, Nikkel
    Castillo, Susana
    Magnor, Marcus
    2021 IEEE CONFERENCE ON VIRTUAL REALITY AND 3D USER INTERFACES ABSTRACTS AND WORKSHOPS (VRW 2021), 2021, : 488 - 489
  • [7] Estimating cybersickness from virtual reality applications
    Lisa Rebenitsch
    Charles Owen
    Virtual Reality, 2021, 25 : 165 - 174
  • [8] Influence of navigation parameters on cybersickness in virtual reality
    Chardonnet, Jean-Remy
    Mirzaei, Mohammad Ali
    Merienne, Frederic
    VIRTUAL REALITY, 2021, 25 (03) : 565 - 574
  • [9] Effects of social interaction on virtual reality cybersickness
    Yang, Yifan
    Sun, Xu
    Zhang, Yaorun
    Zhang, Han
    Sun, Xiaotong
    Yang, Canjun
    Jing, Ying
    Zhang, Sheng
    DISPLAYS, 2023, 80
  • [10] Automatic Prediction of Cybersickness for Virtual Reality Games
    Jin, Weina
    Fan, Jianyu
    Gromala, Diane
    Pasquier, Philippe
    2018 IEEE GAMES, ENTERTAINMENT, MEDIA CONFERENCE (GEM), 2018, : 382 - 389