Effect of frame rate on user experience, performance, and simulator sickness in virtual reality

J Wang, R Shi, W Zheng, W Xie, D Kao… - IEEE Transactions on …, 2023 - ieeexplore.ieee.org
The refresh rate of virtual reality (VR) head-mounted displays (HMDs) has been growing
rapidly in recent years because of the demand to provide higher frame rate content as it is …

A meta-analysis of simulator sickness as a function of simulator fidelity

KN de Winkel, TMW Talsma, R Happee - Experimental Brain Research, 2022 - Springer
Driving simulators are an increasingly important tool to develop vehicle functionalities and to
study driver or passenger responses. A major hindrance to the use and validity of such …

Real-time prediction of simulator sickness in virtual reality games

J Wang, HN Liang, D Monteiro, W Xu… - IEEE Transactions on …, 2022 - ieeexplore.ieee.org
Virtual reality (VR) technology has progressed rapidly and is used in various domains,
particularly games. Simulator sickness (SS) still represents a significant problem for its wider …

Virtual reality sickness mitigation methods: A comparative study in a racing game

R Shi, HN Liang, Y Wu, D Yu, W Xu - … of the ACM on Computer Graphics …, 2021 - dl.acm.org
Using virtual reality (VR) head-mounted displays (HMDs) can induce VR sickness. VR
sickness can cause strong discomfort, decrease users' presence and enjoyment, especially …

Cybersickness in virtual reality: The role of individual differences, its effects on cognitive functions and motor skills, and intensity differences during and after immersion

P Kourtesis, A Papadopoulou, P Roussos - Virtual Worlds, 2024 - mdpi.com
Background: Given that VR is used in multiple domains, understanding the effects of
cybersickness on human cognition and motor skills and the factors contributing to …

“Are you feeling sick?” A systematic literature review of cybersickness in virtual reality

N Biswas, A Mukherjee, S Bhattacharya - ACM Computing Surveys, 2024 - dl.acm.org
Cybersickness (CS), also known as visually induced motion sickness (VIMS) is a condition
that can affect individuals when they interact with virtual reality (VR) technology. This …

Effect of render resolution on gameplay experience, performance, and simulator sickness in virtual reality games

J Wang, R Shi, Z Xiao, X Qin, HN Liang - Proceedings of the ACM on …, 2022 - dl.acm.org
Higher resolution is one of the main directions and drivers in the development of virtual
reality (VR) head-mounted displays (HMDs). However, given its associated higher cost, it is …

Relicvr: A virtual reality game for active exploration of archaeological relics

Y Liu, Y Lin, R Shi, Y Luo, HN Liang - … of the 2021 annual symposium on …, 2021 - dl.acm.org
Digitalization is changing how people visit museums and explore the artifacts they house.
Museums, as important educational venues outside classrooms, need to actively explore the …

Using trajectory compression rate to predict changes in cybersickness in virtual reality games

D Monteiro, HN Liang, X Tang… - 2021 IEEE international …, 2021 - ieeexplore.ieee.org
Identifying cybersickness in virtual reality (VR) applications such as games in a fast, precise,
non-intrusive, and non-disruptive way remains challenging. Several factors can cause …

Evaluating performance and gameplay of virtual reality sickness techniques in a first-person shooter game

D Monteiro, H Chen, HN Liang, H Tu… - 2021 IEEE Conference …, 2021 - ieeexplore.ieee.org
In virtual reality (VR) games, playability and immersion levels are important because they
affect gameplay, enjoyment, and performance. However, they can be adversely affected by …