Related papers: Reducing cybersickness in 360-degree virtual reali…
Spaceflight is an isolated and confined environment (ICE) that exposes astronauts to psychological hazards, such as stress, danger, and monotony. Virtual reality (VR) and artificial intelligence (AI) technologies can serve as psychological…
Immersive telepresence, when a user views the video stream of a $360^\circ$ camera in a remote environment using a Head Mounted Display (HMD), has great potential to improve the sense of being in a remote environment. In most cases of…
In contrast to traditional videos, the imaging in virtual reality (VR) is 360{\deg}, and it consumes larger bandwidth to transmit video contents. To reduce bandwidth consumption, tile-based streaming has been proposed to deliver the focused…
This paper presents a novel adaptive Virtual Reality (VR) system that aims to mitigate cybersickness in immersive environments through dynamic, real-time adjustments. The system predicts cybersickness levels in real-time using a machine…
Cybersickness significantly impacts the user experience in VR applications. Locomotion tunneling is a widely adopted technique for mitigating cybersickness in susceptible users. However, there is a lack of research investigating the effects…
Visually-induced motion sickness (VIMS), a side effect of perceived motion caused by visual stimulation, is a major obstacle to the widespread use of Virtual Reality (VR). Along with scene object information, visual stimulation can be…
Cybersickness is an unpleasant side effect of exposure to a virtual reality (VR) experience and refers to such physiological repercussions as nausea and dizziness triggered in response to VR exposure. Given the debilitating effect of…
Head-mounted displays (HMDs) are popular immersive tools in general, not limited to entertainment but also for education, military, and serious games for health. While these displays have strong popularity, they still have user experience…
In this paper, we show that Virtual Reality (VR) sickness is associated with a reduction in attention, which was detected with the P3b Event-Related Potential (ERP) component from electroencephalography (EEG) measurements collected in a…
This work compares three locomotion techniques for an immersive VR environment: two different types of teleporting (with and without animation) and a manual (joystick-based) technique. We tested the effect of these techniques on visual…
In this paper, we analyze how different path aspects affect a user's experience, mainly VR sickness and overall comfort, while immersed in an autonomously moving telepresence robot through a virtual reality headset. In particular, we focus…
This paper proposes a new objective metric of exceptional motion in VR video contents for VR sickness assessment. In VR environment, VR sickness can be caused by several factors which are mismatched motion, field of view, motion parallax,…
Cybersickness remains a critical barrier to the widespread adoption of Virtual Reality (VR), particularly in scenarios involving intense or artificial motion cues. Among the key contributors is excessive optical flow-perceived visual motion…
During virtual navigation, users exhibit varied interaction and navigation behaviors influenced by several factors. Existing theories and models have been developed to explain and predict these diverse patterns. While users often experience…
Every human with a functioning vestibular system is capable of feeling motion sickness, but some are more vulnerable than others. Based on the leading theories explaining this condition, vulnerability should be predicted by a person's years…
Cybersickness remains a major obstacle to the widespread adoption of immersive virtual reality (VR), particularly in consumer-grade environments. While prior methods rely on invasive signals such as electroencephalography (EEG) for high…
We developed a novel virtual reality [VR] platform with 3-dimensional sounds to help improve sensory integration and visuomotor processing for postural control and fall prevention in individuals with balance problems related to sensory…
Users would experience individually different sickness symptoms during or after navigating through an immersive virtual environment, generally known as cybersickness. Previous studies have predicted the severity of cybersickness based on…
Vection, the visual illusion of self-motion, provides a strong marker of the VR user experience and plays an important role in both presence and cybersickness. Traditional measurements have been conducted using questionnaires, which exhibit…
Researchers have used machine learning approaches to identify motion sickness in VR experience. These approaches demand an accurately-labeled, real-world, and diverse dataset for high accuracy and generalizability. As a starting point to…