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 …
A design space for human sensor and actuator focused in-vehicle interaction based on a systematic literature review
Automotive user interfaces constantly change due to increasing automation, novel features,
additional applications, and user demands. While in-vehicle interaction can utilize numerous …
additional applications, and user demands. While in-vehicle interaction can utilize numerous …
Swivr-car-seat: Exploring vehicle motion effects on interaction quality in virtual reality automated driving using a motorized swivel seat
Autonomous vehicles provide new input modalities to improve interaction with in-vehicle
information systems. However, due to the road and driving conditions, the user input can be …
information systems. However, due to the road and driving conditions, the user input can be …
Walkingvibe: Reducing virtual reality sickness and improving realism while walking in vr using unobtrusive head-mounted vibrotactile feedback
Virtual Reality (VR) sickness is common with symptoms such as headaches, nausea, and
disorientation, and is a major barrier to using VR. We propose WalkingVibe, which applies …
disorientation, and is a major barrier to using VR. We propose WalkingVibe, which applies …
Introducing VAMPIRE–Using Kinaesthetic Feedback in Virtual Reality for Automated Driving Experiments
Investigating trust, acceptance, and attitudes towards automated driving is often investigated
in simulator experiments. Therefore, behavioral validity is a crucial aspect of automated …
in simulator experiments. Therefore, behavioral validity is a crucial aspect of automated …
Jumpvr: Jump-based locomotion augmentation for virtual reality
One of the great benefits of virtual reality (VR) is the implementation of features that go
beyond realism. Common" unrealistic" locomotion techniques (like teleportation) can avoid …
beyond realism. Common" unrealistic" locomotion techniques (like teleportation) can avoid …
Reducing simulator sickness with perceptual camera control
Virtual-reality provides an immersive environment but can induce cybersickness due to the
discrepancy between visual and vestibular cues. To avoid this problem, the movement of the …
discrepancy between visual and vestibular cues. To avoid this problem, the movement of the …
Phantomlegs: Reducing virtual reality sickness using head-worn haptic devices
Virtual Reality (VR) sickness occurs when exposure to a virtual environment causes
symptoms that are similar to motion sickness, and has been one of the major user …
symptoms that are similar to motion sickness, and has been one of the major user …
Inducing self-motion sensations with haptic feedback: state-of-the-art and perspectives on “haptic motion”
While virtual reality applications flourish, there is a growing need for technological solutions
to induce compelling self-motion, as an alternative to cumbersome motion platforms. Haptic …
to induce compelling self-motion, as an alternative to cumbersome motion platforms. Haptic …
UndoPort: Exploring the Influence of Undo-Actions for Locomotion in Virtual Reality on the Efficiency, Spatial Understanding and User Experience
When we get lost in Virtual Reality (VR) or want to return to a previous location, we use the
same methods of locomotion for the way back as for the way forward. This is time-consuming …
same methods of locomotion for the way back as for the way forward. This is time-consuming …