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- research-articleAugust 2024
Measuring Velocity Perception Regarding Stimulus Eccentricity
SAP '24: ACM Symposium on Applied Perception 2024Article No.: 4, Pages 1–9https://doi.org/10.1145/3675231.3675234A major factor resulting in cybersickness is the feeling of self-motion experienced when viewing a moving scene in Virtual Reality (VR). Current research indicates that this effect is largely created by motion in the periphery. To discover why this is ...
- research-articleMarch 2024
Effects of vection type and postural instability on cybersickness
AbstractThis study directly compared the novel unexpected vection hypothesis and postural instability-based explanations of cybersickness in virtual reality (VR) using head-mounted displays (HMD) for the first time within a commercial VR game. A total of ...
- ArticleJuly 2023
Investigating the Role of Vection, Presence, and Stress on Visually Induced Motion Sickness
AbstractVisually induced motion sickness (VIMS) is a common side-effect when using visual displays such as Virtual Reality applications. The goal of the present study was to further investigate how VIMS is related to the sensations of vection (i.e., ...
- research-articleDecember 2022
Reductions in sickness with repeated exposure to HMD-based virtual reality appear to be game-specific
AbstractWhile head-mounted display (HMD) based gaming is often limited by cybersickness, research suggests that repeated exposure to virtual reality (VR) can reduce the severity of these symptoms. This study was therefore aimed at: (1) examining the ...
- research-articleJune 2022
Effects of display lag on vection and presence in the Oculus Rift HMD
AbstractHead-mounted display (HMD)-based virtual reality (VR) is ideally suited for presence and generating compelling visual experiences of self-motion, but users can suffer from side effects associated with head-to-display lag. We used the Oculus Rift ...
- research-articleApril 2022
Mixing in Reverse Optical Flow to Mitigate Vection and Simulation Sickness in Virtual Reality
CHI '22: Proceedings of the 2022 CHI Conference on Human Factors in Computing SystemsArticle No.: 189, Pages 1–11https://doi.org/10.1145/3491102.3501847Simulator sickness has been one of the major obstacles toward making virtual reality (VR) widely accepted and used. For example, virtual navigation produces vection, which is the illusion of self-motion as one perceives bodily motion despite no movement ...
- abstractDecember 2021
A Pilot Study Examining the Unexpected Vection Hypothesis of Cybersickness.
VRST '21: Proceedings of the 27th ACM Symposium on Virtual Reality Software and TechnologyArticle No.: 49, Pages 1–2https://doi.org/10.1145/3489849.3489895The relationship between vection (illusory self-motion) and cybersickness is complex. This pilot study examined whether only unexpected vection provokes sickness during head-mounted display (HMD) based virtual reality (VR). 20 participants ran through ...
- ArticleJuly 2021
Real-World Distance Reduction in a Virtual Reality-Based Wheelchair Simulation on Flat Surfaces
Universal Access in Human-Computer Interaction. Access to Media, Learning and Assistive EnvironmentsPages 438–448https://doi.org/10.1007/978-3-030-78095-1_32AbstractA virtual reality (VR)-based wheelchair simulator based on a combination of motions attainable by an electric-powered wheelchair and vection-inducing videos displayed on a head-mounted display has been proposed for patient rehabilitation and ...
- research-articleJune 2021
Effects of dynamic field-of-view restriction on cybersickness and presence in HMD-based virtual reality
AbstractThe phenomenon of cybersickness is currently hindering the mass market adoption of head-mounted display (HMD) virtual reality (VR) technologies. This study examined the effects of dynamic field-of-view (FOV) restriction on the cybersickness ...
- research-articleDecember 2020
Evaluating discrete viewpoint control to reduce cybersickness in virtual reality
AbstractCybersickness in virtual reality (VR) is an ongoing problem, despite recent advances in head-mounted displays (HMDs). Discrete viewpoint control techniques have been recently used by some VR developers to combat cybersickness. Discrete viewpoint ...
- abstractNovember 2020
RoadVR: Mitigating the Effect of Vection and Sickness by Distortion of Pathways for In-Car Virtual Reality
VRST '20: Proceedings of the 26th ACM Symposium on Virtual Reality Software and TechnologyArticle No.: 70, Pages 1–3https://doi.org/10.1145/3385956.3422115We explore a method to reduce motion sickness and allow people to use virtual reality while moving in vehicles. We put forth a usage scenario where the target VR content is based on constant road navigation so that the actual motion can enhance the VR ...
- ArticleJuly 2020
Negative Effects Associated with HMDs in Augmented and Virtual Reality
Virtual, Augmented and Mixed Reality. Design and InteractionPages 410–428https://doi.org/10.1007/978-3-030-49695-1_27AbstractHead mounted displays (HMD) are becoming ubiquitous. Simulator sickness has been an issue since the first simulators and HMDs were created. As computational power and display capabilities increase, so does their utilization in technologies such ...
- ArticleOctober 2013
Pedestrian Guidance and Sensory Fusion Using Peripheral-Vision-Stimulus and Vibratory Stimulus
SMC '13: Proceedings of the 2013 IEEE International Conference on Systems, Man, and CyberneticsPages 4254–4258https://doi.org/10.1109/SMC.2013.725Recently, we have mobile adaptive information terminal to navigate like to present information during walking (ex. smartphone and glasses-type wearable terminal). On the other hand, attention to the surrounding environment is insufficient and incident ...
- articleFebruary 2009
Technical Section: Circular, linear, and curvilinear vection in a large-screen virtual environment with floor projection
Computers and Graphics (CGRS), Volume 33, Issue 1Pages 47–58https://doi.org/10.1016/j.cag.2008.11.008Vection is defined as the compelling sensation of illusory self-motion elicited by a moving sensory, usually visual, stimulus. This paper presents collected introspective data, user discomfort and perceived speed data for the experience of linear, ...
- ArticleMarch 2005
Towards Lean and Elegant Self-Motion Simulation in Virtual Reality
VR '05: Proceedings of the 2005 IEEE Conference 2005 on Virtual RealityPages 131–138https://doi.org/10.1109/VR.2005.83Despite recent technological advances, convincing self-motion simulation in Virtual Reality (VR) is difficult to achieve, and users often suffer from motion sickness and/or disorientation in the simulated world. Instead of trying to simulate self-...