2018 10th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games) 2018
DOI: 10.1109/vs-games.2018.8493408
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A Virtual Nose as a Rest-Frame - The Impact on Simulator Sickness and Game Experience

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Cited by 59 publications
(39 citation statements)
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“…Numerous potential solutions to CS have been discussed, e.g., a virtual nose (Whittinghill et al 2015;Wienrich et al 2018) or motion sickness medication (Chen et al 2015). Many previous studies suggest different methods to reduce the discrepancy between virtual and real movements, such as restricting movement to instantaneous locomotion (Christou and Aristidou 2017), manipulating the limited physical VR space with acoustic redirected walking (Nogalski and Fohl 2016), or extrapolating and filtering head movements (Garcia-Agundez et al 2017).…”
Section: Introductionmentioning
confidence: 99%
“…Numerous potential solutions to CS have been discussed, e.g., a virtual nose (Whittinghill et al 2015;Wienrich et al 2018) or motion sickness medication (Chen et al 2015). Many previous studies suggest different methods to reduce the discrepancy between virtual and real movements, such as restricting movement to instantaneous locomotion (Christou and Aristidou 2017), manipulating the limited physical VR space with acoustic redirected walking (Nogalski and Fohl 2016), or extrapolating and filtering head movements (Garcia-Agundez et al 2017).…”
Section: Introductionmentioning
confidence: 99%
“…The UEQ is used to measure the user experience of interactive products and gives insights into more complex aspects of user experience. For assessing user experience, the Game Experience Questionnaire (GEQ) [ 13 ] was also utilized in some previous studies in VR [ 14 , 15 ]. The GEQ is widely applied by game researchers to a broad spectrum of game genres.…”
Section: Introductionmentioning
confidence: 99%
“…Studies have shown that pleasant music and aroma decrease the risk of cybersickness (Keshavarz and Hecht, 2014;Keshavarz et al, 2015). Research also indicates that having a virtual nose could alleviate cybersickness (Wienrich et al, 2018). Providing a multisensory VR environment, such as including movement, could also reduce the mismatch between the senses.…”
Section: Cybersicknessmentioning
confidence: 99%