Related papers: Virtual Reality Sickness Mitigation Methods: A Com…
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…
In this paper, we developed a virtual reality (VR) system that can simulate color blindness and weakness. We built an immersive 3D web view interface where participants can discuss accessibility requirements for a fitness website projects…
With the advancements in automated driving, there is concern that motion sickness will increase as non-driving-related tasks increase. Therefore, techniques to reduce motion sickness have drawn much attention. Research studies have…
Higher resolution is one of the main directions and drivers in the development of virtual reality (VR) head-mounted displays (HMDs). However, given its associated higher cost, it is important to determine the benefits of having higher…
Virtual Reality (VR) techniques, serving as the bridge between the real and virtual worlds, have boomed and are widely used in manufacturing, remote healthcare, gaming, etc. Specifically, VR systems offer users immersive experiences that…
Recent research has proposed teleoperation of robotic and aerial vehicles using head motion tracked by a head-mounted display (HMD). First-person views of the vehicles are usually captured by onboard cameras and presented to users through…
Background: Given that VR is applied in multiple domains, understanding the effects of cyber-sickness on human cognition and motor skills and the factors contributing to cybersickness gains urgency. This study aimed to explore the…
In this paper, a study aimed at investigating the effects of real (using eye tracking to determine the fixation) and simulated foveated blurring in immersive Virtual Reality is presented. Techniques to reduce the optical flow perceived at…
Immersive virtual reality (VR) emerges as a promising research and clinical tool. However, several studies suggest that VR induced adverse symptoms and effects (VRISE) may undermine the health and safety standards, and the reliability of…
Identifying cybersickness in virtual reality (VR) applications such as games in a fast, precise, non-intrusive, and non-disruptive way remains challenging. Several factors can cause cybersickness, and their identification will help find its…
With recent advances of Virtual Reality (VR) technology, the deployment of such will dramatically increase in non-entertainment environments, such as professional education and training, manufacturing, service, or low frequency/high risk…
Previous studies showed that natural walking reduces the susceptibility to VR sickness. However, many users still experience VR sickness when wearing VR headsets that allow free walking in room-scale spaces. This paper studies VR sickness…
Virtual reality (VR) is known to cause a "time compression" effect, where the time spent in VR feels to pass faster than the effective elapsed time. Our goal with this research is to investigate if the physical realism of a VR experience…
Many researchers have developed VR systems for people with visual impairments by using various audio feedback techniques. However, there has been much less study of collaborative VR systems in which people with visual impairments and people…
Virtual Reality (VR) is increasingly used for training and demonstration purposes including a variety of applications ranging from robot learning to rehabilitation. However, the choice of input device and its visualization might influence…
Recent research has focused on the effectiveness of Virtual Reality (VR) in games as a more immersive method of interaction. However, there is a lack of robust analysis of the physiological effects between VR and flatscreen (FS) gaming.…
Virtual Reality (VR) technology has been proliferating in the last decade, especially in the last few years. However, Simulator Sickness (SS) still represents a significant problem for its wider adoption. Currently, the most common way to…
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…
Virtual Reality (VR) provides new possibilities for modern knowledge work. However, the potential advantages of virtual work environments can only be used if it is feasible to work in them for an extended period of time. Until now, there…
Recently, great progress has been made in virtual reality(VR) research and application. However, virtual reality faces a big problem since its appearance, i.e. discomfort (nausea, stomach awareness, etc). Discomfort can be relieved by…