2019 IEEE 5th International Conference for Convergence in Technology (I2CT) 2019
DOI: 10.1109/i2ct45611.2019.9033650
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Early Prediction of Cybersickness in Virtual, Augmented & Mixed Reality Applications: A Review

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Cited by 11 publications
(8 citation statements)
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“…AR interventions for mental health may be particularly powerful as they allow users to interact with virtual objects placed in the real world in real time (Benyousef et al, 2017). This can improve the ecological validity of training or interventions, increase the user's sense of presence and engagement with the intervention or experience (Waterworth and Riva, 2014), improve compliance and positive outcomes (Giglioli et al, 2015), and also potentially reduce some of the unwanted side effects associated with pure VR immersion, such as real-world environmental unawareness and cybersickness (Silva and Fernando, 2019;Saredakis et al, 2020).…”
Section: Introductionmentioning
confidence: 99%
“…AR interventions for mental health may be particularly powerful as they allow users to interact with virtual objects placed in the real world in real time (Benyousef et al, 2017). This can improve the ecological validity of training or interventions, increase the user's sense of presence and engagement with the intervention or experience (Waterworth and Riva, 2014), improve compliance and positive outcomes (Giglioli et al, 2015), and also potentially reduce some of the unwanted side effects associated with pure VR immersion, such as real-world environmental unawareness and cybersickness (Silva and Fernando, 2019;Saredakis et al, 2020).…”
Section: Introductionmentioning
confidence: 99%
“…A variety of research studies indicate that visual fatigue, headaches, dizziness, nausea, and disorientation are the most prevalent symptoms of cybersickness (Davis et al, 2014;McHugh 2019;Nesbitt et al, 2017). Although these symptoms are temporary, their duration can vary from hours to days depending on the person (Silva & Fernando, 2019). Regarding the moment of their first appearance, some studies indicate that users begin to experience them after 10 minutes of exposure to VR (Cobb et al, 1999;Hildebrandt et al, 2018).…”
Section: Cybersickness Symptomatologymentioning
confidence: 99%
“…A personal differences variable that can predict the experience of cybersickness is susceptibility to motion sickness (Golding, 2006;Golding et al, 2021;Pot-Kolder et al, 2018;Rebenitsch & Owem, 2021;Silva & Fernando, 2019). In this regard, Mazloumi et al (2018) point out that, in advanced stages, cybersickness and motion sickness can be considered the same from a medical perspective.…”
Section: Cybersickness Susceptibilitymentioning
confidence: 99%
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