[HTML][HTML] A narrative review of immersive virtual reality's ergonomics and risks at the workplace: cybersickness, visual fatigue, muscular fatigue, acute stress, and …
This narrative review synthesizes and introduces 386 previous works about virtual reality-
induced symptoms and effects by focusing on cybersickness, visual fatigue, muscle fatigue …
induced symptoms and effects by focusing on cybersickness, visual fatigue, muscle fatigue …
Text entry in virtual reality: A comprehensive review of the literature
The availability of consumer-ready Virtual Reality (VR) Head-Mounted Displays (HMDs) has
resulted in a surge in VR applications. It has also prompted the design and development of …
resulted in a surge in VR applications. It has also prompted the design and development of …
Psychometric evaluation of Simulator Sickness Questionnaire and its variants as a measure of cybersickness in consumer virtual environments
V Sevinc, MI Berkman - Applied ergonomics, 2020 - Elsevier
Cybersickness, ie visually induced motion sickness, remains as a negative effect that is
detrimental to the user experience of VEs (virtual environments) developed for VR (virtual …
detrimental to the user experience of VEs (virtual environments) developed for VR (virtual …
Sok: Authentication in augmented and virtual reality
S Stephenson, B Pal, S Fan… - … IEEE Symposium on …, 2022 - ieeexplore.ieee.org
Augmented reality (AR) and virtual reality (VR) devices are emerging as prominent
contenders to today's personal computers. As personal devices, users will use AR and VR to …
contenders to today's personal computers. As personal devices, users will use AR and VR to …
Behavioural biometrics in VR: Identifying people from body motion and relations in virtual reality
Every person is unique, with individual behavioural characteristics: how one moves,
coordinates, and uses their body. In this paper we investigate body motion as behavioural …
coordinates, and uses their body. In this paper we investigate body motion as behavioural …
Text input for non-stationary XR workspaces: investigating tap and word-gesture keyboards in virtual and augmented reality
This article compares two state-of-the-art text input techniques between non-stationary
virtual reality (VR) and video see-through augmented reality (VST AR) use-cases as XR …
virtual reality (VR) and video see-through augmented reality (VST AR) use-cases as XR …
Fast and secure authentication in virtual reality using coordinated 3d manipulation and pointing
There is a growing need for usable and secure authentication in immersive virtual reality
(VR). Established concepts (eg, 2D authentication schemes) are vulnerable to observation …
(VR). Established concepts (eg, 2D authentication schemes) are vulnerable to observation …
How to evaluate object selection and manipulation in vr? guidelines from 20 years of studies
The VR community has introduced many object selection and manipulation techniques
during the past two decades. Typically, they are empirically studied to establish their benefits …
during the past two decades. Typically, they are empirically studied to establish their benefits …
Examining design choices of questionnaires in VR user studies
Questionnaires are among the most common research tools in virtual reality (VR) user
studies. Transitioning from virtuality to reality for giving self-reports on VR experiences can …
studies. Transitioning from virtuality to reality for giving self-reports on VR experiences can …
Exploration of hands-free text entry techniques for virtual reality
Text entry is a common activity in virtual reality (VR) systems. There is a limited number of
available hands-free techniques, which allow users to carry out text entry when users' hands …
available hands-free techniques, which allow users to carry out text entry when users' hands …