[HTML][HTML] A narrative review of immersive virtual reality's ergonomics and risks at the workplace: cybersickness, visual fatigue, muscular fatigue, acute stress, and …

AD Souchet, D Lourdeaux, A Pagani, L Rebenitsch - Virtual Reality, 2023 - Springer
This narrative review synthesizes and introduces 386 previous works about virtual reality-
induced symptoms and effects by focusing on cybersickness, visual fatigue, muscle fatigue …

Text entry in virtual reality: A comprehensive review of the literature

TJ Dube, AS Arif - … and Interaction Technologies: Thematic Area, HCI …, 2019 - Springer
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 …

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 …

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 …

Behavioural biometrics in VR: Identifying people from body motion and relations in virtual reality

K Pfeuffer, MJ Geiger, S Prange, L Mecke… - Proceedings of the …, 2019 - dl.acm.org
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 …

Text input for non-stationary XR workspaces: investigating tap and word-gesture keyboards in virtual and augmented reality

F Kern, F Niebling, ME Latoschik - IEEE Transactions on …, 2023 - ieeexplore.ieee.org
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 …

Fast and secure authentication in virtual reality using coordinated 3d manipulation and pointing

F Mathis, JH Williamson, K Vaniea… - ACM Transactions on …, 2021 - dl.acm.org
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 …

How to evaluate object selection and manipulation in vr? guidelines from 20 years of studies

J Bergström, TS Dalsgaard, J Alexander… - proceedings of the 2021 …, 2021 - dl.acm.org
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 …

Examining design choices of questionnaires in VR user studies

D Alexandrovsky, S Putze, M Bonfert… - Proceedings of the …, 2020 - dl.acm.org
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 …

Exploration of hands-free text entry techniques for virtual reality

X Lu, D Yu, HN Liang, W Xu, Y Chen… - … Symposium on Mixed …, 2020 - ieeexplore.ieee.org
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 …