Simulator Sickness
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Recent papers in Simulator Sickness
Navigation in a 3D immersive virtual environment is known to be prone to visually induced motion sickness (VIMS). Several psychophysiological and behavioral methods have been used to measure the level of sickness of a user, among which is... more
Conducting research within virtual environments poses unique challenges when trying to measure mental effort and visually induced motion sickness. Determining how much mental effort an individual is exerting at any given point has... more
Zjawisko choroby symulatorowej jest mierzalne pod względem objawów fizjologicznych. Artykuł prezentuje praktyczne wykorzystanie Kwestionariusza choroby symulatorowej (Simulator Sickness Questionnaire-SSQ) w badaniach poekspozycyjnych wraz... more
This presentation covers the following topics relative to VR research methods for Cognitive Neuroscience and Neuropsychology 1. Identification of necessary technological knowledge for the effective implementation of immersive virtual... more
Virtual reality has grown rapidly over the past decade, yet visually induced motion sickness (VIMS), continues to affect the usability of this technology. Aside from medicine, physical hand-eye-coordination tasks have been found to be... more
The optic flow patterns generated by virtual reality (VR) systems typically produce visually induced experiences of self-motion (vection). While this vection can enhance presence in VR, it is often accompanied by a variant of motion... more
In virtual reality the navigation task can generate motion sickness also called simulator sickness or cyber-sickness. This in mainly due to the lack of sensory feedbacks during the task. The presented work aims at studying proprioceptive... more
With the rising of the videogame industry as one of the leading sectors in the global economy and the increase in the number of players, manufacturers of headmounted displays -a device primarily used in the defense industry- are now... more
Simulator sickness is a common problem when using centrifuge-based flight simulator. During centrifuge-based training, achieving a G-baseline level and returning to a complete stop after each G-profile still cause unpleasant sensations... more
While many virtual reality game projects are attempting to reproduce traditional screen- based digital game mechanics and genres, the authors of this paper used their appreciation for experiential games and participatory art to explore... more
ABSTRACT In this paper, we discuss our experimental results on Simulator Sickness (SS). A series of experiments were conducted in our Virtual Reality (VR) Lab. Our aim was to investigate the correlations between the perception of depth... more
Parkinson’s disease (PD) is a neurological disorder that usually appears in the 6th decade of life and affects up to 2% of older people (65 years and older). Its therapeutic management is complex and includes not only pharmacological... more
The virtual worlds are photorealistic, the users have difficulty distinguishing the reality and virtuality. The high degree of realism of artificial virtual worlds results in deep immersion in virtual environments. The users immerse... more
Visually induced motion sickness (VIMS) can occur via prolonged exposure to visual stimulation that generates the illusion of self-motion (vection). Not everyone is susceptible to VIMS and the neural mechanism underlying susceptibility is... more
This study examined the effects of simulator sickness (SS) as a function of the visual complexity of animated virtual actors (AVAs) and the virtual environment (VE) in a virtual scene. Visually complex stimuli may be attractive; however,... more
Background: The current study investigated the effects that vertical display oscillation had on the development of both vection and simulator sickness. Methods: Sixteen subjects were exposed to optic flow displays, which simulated either:... more