2021 13th International Conference on Quality of Multimedia Experience (QoMEX) 2021
DOI: 10.1109/qomex51781.2021.9465470
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The Effect of VR Gaming on Discomfort, Cybersickness, and Reaction Time

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Cited by 15 publications
(6 citation statements)
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“…It is a matter of concern around the globe that the metaverse technology still requires legal implications for survival, crime investigation, and forgery in second life as well as in real life and vice versa (Y. Jin, Liu, Wang, & Cui, 2023;Khan, Bourouis, et al, 2023;Vlahovic, Skorin-Kapov, & Car, 2023). For instance, it is being investigated a crime attempted in the metaverse, the issue of the groping of a female avatar virtually, where millions of crypto assets were sold.…”
Section: Metaverse and Cyber Judiciarymentioning
confidence: 99%
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“…It is a matter of concern around the globe that the metaverse technology still requires legal implications for survival, crime investigation, and forgery in second life as well as in real life and vice versa (Y. Jin, Liu, Wang, & Cui, 2023;Khan, Bourouis, et al, 2023;Vlahovic, Skorin-Kapov, & Car, 2023). For instance, it is being investigated a crime attempted in the metaverse, the issue of the groping of a female avatar virtually, where millions of crypto assets were sold.…”
Section: Metaverse and Cyber Judiciarymentioning
confidence: 99%
“…For designing and implementing metaverses in gaming, a high-end network, hardware, and software are required, including robust network connectivity, powerful computers, and advanced VR and AR equipment (Fernandes & Werner, 2023;. Small-and medium-sized gaming enterprises that do not have such advanced ecosystems can find it difficult to integrate the metaverse into their activities (Kalhoro et al, 2023;Vlahovic et al, 2023;T. Wu & Hao, 2023).…”
Section: Access and Scalability Limitations In The Metaverse For Mult...mentioning
confidence: 99%
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“…Meusel (2014) identified a positive relationship between mental workload and cybersickness (higher mental workload led to higher cybersickness). Comparisons across three video games showed variance in cybersickness and workload, but no significant results were reported (Vlahovic et al, 2021). Lin et al (2020) investigated presence and peripheral blur's relation to cybersickness and mentioned utilizing a task with lower cognitive load but did not elaborate further.…”
Section: Mental Workload and Cybersicknessmentioning
confidence: 97%