Cybersickness in current-generation virtual reality head-mounted displays: systematic review and outlook
P Caserman, A Garcia-Agundez, A Gámez Zerban… - Virtual Reality, 2021 - Springer
Cybersickness (CS) is a term used to refer to symptoms, such as nausea, headache, and
dizziness that users experience during or after virtual reality immersion. Initially discovered …
dizziness that users experience during or after virtual reality immersion. Initially discovered …
Breaking the experience: Effects of questionnaires in vr user studies
Questionnaires are among the most common research tools in virtual reality (VR)
evaluations and user studies. However, transitioning from virtual worlds to the physical world …
evaluations and user studies. However, transitioning from virtual worlds to the physical world …
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 …
VR disability simulation reduces implicit bias towards persons with disabilities
TI Chowdhury, SMS Ferdous… - IEEE transactions on …, 2019 - ieeexplore.ieee.org
This article investigates how experiencing Virtual Reality (VR) Disability Simulation (DS)
affects information recall and participants' implicit association towards people with …
affects information recall and participants' implicit association towards people with …
User acceptance of a virtual librarian chatbot: An implementation method using IBM Watson Natural Language Processing in virtual immersive environment
This paper presents a novel implementation of a three-dimensional Virtual Librarian Chatbot
using IBM Watson artificial intelligence technology and virtual reality. In this method …
using IBM Watson artificial intelligence technology and virtual reality. In this method …
Seeing our blind spots: smart glasses-based simulation to increase design students' awareness of visual impairment
As the population ages, many will acquire visual impairments. To improve design for these
users, it is essential to build awareness of their perspective during everyday routines …
users, it is essential to build awareness of their perspective during everyday routines …
Avatar taxonomy: a new technological tool to enhance the consumer-brand relationships
MH Elsharnouby, C Jayawardhena… - … & Sustainability: An Arab …, 2023 - emerald.com
Purpose Avatars, which are used as a technology and marketing tactic, can embody
consumer-facing employees and mimic their real-life roles on companies' websites, thereby …
consumer-facing employees and mimic their real-life roles on companies' websites, thereby …
Am I in the theater? Usability study of live performance based virtual reality
Duplicating the audience experience of an art performance with VR technology is a
promising VR application, which is considered to provide better viewer experience than the …
promising VR application, which is considered to provide better viewer experience than the …
A VR-based user study on the effects of vision impairments on recognition distances of escape-route signs in buildings
In workplaces or publicly accessible buildings, escape routes are signposted according to
official norms or international standards that specify distances, angles and areas of interest …
official norms or international standards that specify distances, angles and areas of interest …
Embodied Exploration: Facilitating Remote Accessibility Assessment for Wheelchair Users with Virtual Reality
Acquiring accessibility information about unfamiliar places in advance is essential for
wheelchair users to make better decisions about physical visits. Today's assessment …
wheelchair users to make better decisions about physical visits. Today's assessment …