Search results for "Cybersickness"

showing 3 items of 3 documents

Effect of Footstep Vibrations and Proprioceptive Vibrations Used with an Innovative Navigation Method

2017

This study proposes to investigate the effect of adding vibration feedback to a navigation task in virtual environment. Previous study used footstep vibrations and proprioceptive vibrations in order to decrease the cyber-sickness and increase the sense of presence. In this study, we experiment the same vibration modalities but with a new navigation method. The results show that proprioceptive vibrations do not impact the sense of presence neither the cyber-sickness while footstep vibrations increase sense of presence and decrease in a certain way cyber-sickness. Burgundy region through the JCE funding project

Computer scienceSynthèse d'image et réalité virtuelle [Informatique]InformationSystems_INFORMATIONINTERFACESANDPRESENTATION(e.g.HCI)AcousticsVibrationsSense of presence02 engineering and technologyWalkingVirtual realityCyber-sickness0202 electrical engineering electronic engineering information engineeringPresence0501 psychology and cognitive sciencesComputer visionComputerSystemsOrganization_SPECIAL-PURPOSEANDAPPLICATION-BASEDSYSTEMS050107 human factorsProprioceptionbusiness.industry05 social sciencesComputingMilieux_PERSONALCOMPUTINGVirtual Reality020207 software engineering[ INFO.INFO-GR ] Computer Science [cs]/Graphics [cs.GR][INFO.INFO-GR]Computer Science [cs]/Graphics [cs.GR]VibrationInterface homme-machine [Informatique]Navigation MethodNavigation methodCybersicknessArtificial intelligencebusiness
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Technological Competence Is a Pre-condition for Effective Implementation of Virtual Reality Head Mounted Displays in Human Neuroscience: A Technologi…

2019

Immersive virtual reality (VR) emerges as a promising research and clinical tool. However, several studies suggest that VR induced adverse symptoms and effects (VRISE) may undermine the health and safety standards, and the reliability of the scientific results. In the current literature review, the technical reasons for the adverse symptomatology are investigated to provide suggestions and technological knowledge for the implementation of VR head-mounted display (HMD) systems in cognitive neuroscience. The technological systematic literature indicated features pertinent to display, sound, motion tracking, navigation, ergonomic interactions, user experience, and computer hardware that should…

FOS: Computer and information sciencesJ.4Computer scienceComputer Science - Human-Computer InteractionB.8neuropsychologyneuroscienceComputer Science - Computers and SocietyBehavioral Neuroscience[SCCO]Cognitive science0302 clinical medicineSoftwareUser experience designHuman–computer interactionB.8; C.4; D.0; J.4Reliability (statistics)05 social sciencesHuman factors and ergonomicsCognitionMultimedia (cs.MM)Psychiatry and Mental healthNeuropsychology and Physiological PsychologyNeurology[SCCO.PSYC]Cognitive science/Psychologycybersicknessvirtual realityVRC.4Optical head-mounted displayCognitive neuroscienceVirtual realitypsychology050105 experimental psychologyHuman-Computer Interaction (cs.HC)lcsh:RC321-57103 medical and health sciencesHMDComputers and Society (cs.CY)0501 psychology and cognitive sciences[INFO.INFO-HC]Computer Science [cs]/Human-Computer Interaction [cs.HC]lcsh:Neurosciences. Biological psychiatry. NeuropsychiatryBiological Psychiatrybusiness.industry[SCCO.NEUR]Cognitive science/NeuroscienceVRISEHuman NeuroscienceD.0Systematic ReviewbusinessComputer Science - Multimedia030217 neurology & neurosurgery
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Validation of the Virtual Reality Neuroscience Questionnaire: Maximum Duration of Immersive Virtual Reality Sessions Without the Presence of Pertinen…

2019

Research suggests that the duration of a VR session modulates the presence and intensity of VRISE, but there are no suggestions regarding the appropriate maximum duration of VR sessions. The implementation of high-end VR HMDs in conjunction with ergonomic VR software seems to mitigate the presence of VRISE substantially. However, a brief tool does not currently exist to appraise and report both the quality of software features and VRISE intensity quantitatively. The VRNQ was developed to assess the quality of VR software in terms of user experience, game mechanics, in-game assistance, and VRISE. Forty participants aged between 28 and 43 years were recruited (18 gamers and 22 non-gamers) for…

FOS: Computer and information sciencesJ.4Computer Science - Human-Computer InteractionB.8neuropsychologyneuroscienceComputer Science - Computers and Society[SCCO]Cognitive scienceBehavioral Neuroscience0302 clinical medicineSoftwareUser experience designB.8; C.4; D.0; J.4Original Research05 social sciencesVirtual RealityNeuropsychologyVR sicknessMultimedia (cs.MM)Psychiatry and Mental healthNeuropsychology and Physiological Psychologymotion sicknessNeurology[SCCO.PSYC]Cognitive science/Psychologycybersicknessvirtual realityPsychologyC.4psychologyVirtual realityCognitive neuroscience050105 experimental psychologylcsh:RC321-571Human-Computer Interaction (cs.HC)03 medical and health sciencesComputers and Society (cs.CY)Immersion (virtual reality)0501 psychology and cognitive sciences[INFO.INFO-HC]Computer Science [cs]/Human-Computer Interaction [cs.HC]lcsh:Neurosciences. Biological psychiatry. NeuropsychiatryBiological PsychiatryGame mechanicsbusiness.industry[SCCO.NEUR]Cognitive science/NeuroscienceVRISEConstruct validityD.0businessNeuroscienceComputer Science - Multimedia030217 neurology & neurosurgeryFrontiers in Human Neuroscience
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