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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…

人机交互 · 计算机科学 2023-12-07 Ruichen Li , Yuyang Wang , Handi Yin , Jean-Rémy Chardonnet , Pan Hui

Virtual Reality (VR) is quickly establishing itself in various industries, including training, education, medicine, and entertainment, in which users are frequently required to carry out multiple complex cognitive and physical activities.…

Despite the technological advancements in Virtual Reality (VR), users are constantly combating feelings of nausea and disorientation, the so called cybersickness. Cybersickness symptoms cause severe discomfort and hinder the immersive VR…

人机交互 · 计算机科学 2021-11-18 Iqra Arshad , Paulo De Mello , Martin Ender , Jason D. McEwen , Elisa R. Ferré

Despite the widespread adoption of Virtual Reality (VR) technology, cybersickness remains a barrier for some users. This research investigates head movement patterns as a novel physiological marker for cybersickness detection. Unlike…

机器学习 · 计算机科学 2024-02-28 Masoud Salehi , Nikoo Javadpour , Brietta Beisner , Mohammadamin Sanaei , Stephen B. Gilbert

With the rapid advancement of virtual reality (VR) technology, its adoption across domains such as healthcare, education, and entertainment has grown significantly. However, the persistent issue of cybersickness, marked by symptoms…

计算机视觉与模式识别 · 计算机科学 2025-10-14 Jyotirmay Nag Setu , Kevin Desai , John Quarles

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…

人机交互 · 计算机科学 2022-07-15 Thiago Porcino , Derek Reilly , Esteban Clua , Daniela Trevisan

The occurrence of cybersickness in virtual reality (VR) significantly impairs users' perception and sense of immersion. Therefore, timely detection of cybersickness and the application of appropriate intervention strategies are crucial for…

人机交互 · 计算机科学 2026-04-21 Yijun Wang , Mihai Bâce , Maria Torres Vega

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…

计算机视觉与模式识别 · 计算机科学 2025-08-19 Yitong Zhu , Zhuowen Liang , Yiming Wu , Tangyao Li , Yuyang Wang

Cybersickness can be characterized by nausea, vertigo, headache, eye strain, and other discomforts when using virtual reality (VR) systems. The previously reported machine learning (ML) and deep learning (DL) algorithms for detecting…

人机交互 · 计算机科学 2022-09-13 Ripan Kumar Kundu , Rifatul Islam , Prasad Calyam , Khaza Anuarul Hoque

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…

人机交互 · 计算机科学 2024-02-05 Panagiotis Kourtesis , Agapi Papadopoulou , Petros Roussos

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…

人机交互 · 计算机科学 2020-12-03 Caglar Yildirim

Virtual reality (VR) is an imminent trend in games, education, entertainment, military, and health applications, as the use of head-mounted displays is becoming accessible to the mass market. Virtual reality provides immersive experiences…

人机交互 · 计算机科学 2020-06-30 Thiago Porcino , Esteban Clua , Daniela Trevisan , Érick Rodrigues , Alexandre Silva

Cybersickness is a serious usability problem in virtual reality. Postural (or balance) instability theory has emerged as one of the major hypotheses for the cause of cybersickness. In this paper, we conducted a two-week-long experiment to…

人机交互 · 计算机科学 2024-04-16 Seonghoon Kang , Yechan Yang , Gerard Jounghyun Kim , Hanseob Kim

We address the black-box issue of VR sickness assessment (VRSA) by evaluating the level of physical symptoms of VR sickness. For the VR contents inducing the similar VR sickness level, the physical symptoms can vary depending on the…

计算机视觉与模式识别 · 计算机科学 2021-04-15 Hak Gu Kim , Sangmin Lee , Seongyeop Kim , Heoun-taek Lim , Yong Man Ro

Virtual reality (VR) presents immersive opportunities across many applications, yet the inherent risk of developing cybersickness during interaction can severely reduce enjoyment and platform adoption. Cybersickness is marked by symptoms…

人机交互 · 计算机科学 2025-06-24 Berken Utku Demirel , Adnan Harun Dogan , Juliete Rossie , Max Moebus , Christian Holz

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…

人机交互 · 计算机科学 2021-08-24 Diego Monteiro , Hai-Ning Liang , Xiaohang Tang , Pourang Irani

Using virtual reality (VR) head-mounted displays (HMDs) can induce VR sickness. VR sickness can cause strong discomfort, decrease users' presence and enjoyment, especially in games, shorten the duration of the VR experience, and can even…

人机交互 · 计算机科学 2021-03-10 Rongkai Shi , Hai-Ning Liang , Yu Wu , Difeng Yu , Wenge Xu

Cybersickness is a common ailment associated with virtual reality (VR) user experiences. Several automated methods exist based on machine learning (ML) and deep learning (DL) to detect cybersickness. However, most of these cybersickness…

人机交互 · 计算机科学 2023-02-08 Ripan Kumar Kundu , Rifatul Islam , John Quarles , Khaza Anuarul Hoque

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…

人机交互 · 计算机科学 2021-01-21 Panagiotis Kourtesis , Simona Collina , Leonidas A. A. Doumas , Sarah E. MacPherson

We are experiencing an upcoming trend of using head mounted display systems in games and serious games, which is likely to become an established practice in the near future. While these systems provide highly immersive experiences, many…

人机交互 · 计算机科学 2016-11-22 Thiago M. Porcino , Esteban W. Clua , Cristina N. Vasconcelos , Daniela Trevisan , Luis Valente
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