1120 related articles for article (PubMed ID: 31377280)
1. Effects of Immersive Virtual Reality Headset Viewing on Young Children: Visuomotor Function, Postural Stability, and Motion Sickness.
Tychsen L; Foeller P
Am J Ophthalmol; 2020 Jan; 209():151-159. PubMed ID: 31377280
[TBL] [Abstract][Full Text] [Related]
2. Full-immersion virtual reality: Adverse effects related to static balance.
Park S; Lee G
Neurosci Lett; 2020 Aug; 733():134974. PubMed ID: 32294492
[TBL] [Abstract][Full Text] [Related]
3. Predicting Subjective Discomfort Associated With Lens Distortion in VR Headsets During Vestibulo-Ocular Response to VR Scenes.
Chan TT; Wang Y; So RHY; Jia J
IEEE Trans Vis Comput Graph; 2023 Aug; 29(8):3656-3669. PubMed ID: 35439136
[TBL] [Abstract][Full Text] [Related]
4. Use of Virtual Reality Simulation to Identify Vision-Related Disability in Patients With Glaucoma.
Lam AKN; To E; Weinreb RN; Yu M; Mak H; Lai G; Chiu V; Wu K; Zhang X; Cheng TPH; Guo PY; Leung CKS
JAMA Ophthalmol; 2020 May; 138(5):490-498. PubMed ID: 32191274
[TBL] [Abstract][Full Text] [Related]
5. User discomfort while using a virtual reality headset as a personal viewing system for text-intensive office tasks.
Kim E; Shin G
Ergonomics; 2021 Jul; 64(7):891-899. PubMed ID: 33357004
[TBL] [Abstract][Full Text] [Related]
6. Impact of Virtual Reality-Generated Construction Environments at Different Heights on Postural Stability and Fall Risk.
Chander H; Shojaei A; Deb S; Kodithuwakku Arachchige SNK; Hudson C; Knight AC; Carruth DW
Workplace Health Saf; 2021 Jan; 69(1):32-40. PubMed ID: 32812846
[TBL] [Abstract][Full Text] [Related]
7. Virtual reality sickness questionnaire (VRSQ): Motion sickness measurement index in a virtual reality environment.
Kim HK; Park J; Choi Y; Choe M
Appl Ergon; 2018 May; 69():66-73. PubMed ID: 29477332
[TBL] [Abstract][Full Text] [Related]
8. The Effects of Consumer-grade Virtual Reality Headsets on Adult Visual Function.
Long Y; Shen Y; Guo D; Wang X; Gu Y
Semin Ophthalmol; 2020 Apr; 35(3):170-173. PubMed ID: 32569490
[TBL] [Abstract][Full Text] [Related]
9. Exergaming With Beat Saber: An Investigation of Virtual Reality Aftereffects.
Szpak A; Michalski SC; Loetscher T
J Med Internet Res; 2020 Oct; 22(10):e19840. PubMed ID: 33095182
[TBL] [Abstract][Full Text] [Related]
10. Effectiveness of a Binocular Video Game vs Placebo Video Game for Improving Visual Functions in Older Children, Teenagers, and Adults With Amblyopia: A Randomized Clinical Trial.
Gao TY; Guo CX; Babu RJ; Black JM; Bobier WR; Chakraborty A; Dai S; Hess RF; Jenkins M; Jiang Y; Kearns LS; Kowal L; Lam CSY; Pang PCK; Parag V; Pieri R; Raveendren RN; South J; Staffieri SE; Wadham A; Walker N; Thompson B;
JAMA Ophthalmol; 2018 Feb; 136(2):172-181. PubMed ID: 29302694
[TBL] [Abstract][Full Text] [Related]
11. Effects of immersion in virtual reality on postural control.
Akizuki H; Uno A; Arai K; Morioka S; Ohyama S; Nishiike S; Tamura K; Takeda N
Neurosci Lett; 2005 Apr; 379(1):23-6. PubMed ID: 15814192
[TBL] [Abstract][Full Text] [Related]
12. Feasibility of full immersive virtual reality video game on balance and cybersickness of healthy adolescents.
Oh H; Lee G
Neurosci Lett; 2021 Aug; 760():136063. PubMed ID: 34174345
[TBL] [Abstract][Full Text] [Related]
13. Comparison of visual fatigue caused by head-mounted display for virtual reality and two-dimensional display using objective and subjective evaluation.
Hirota M; Kanda H; Endo T; Miyoshi T; Miyagawa S; Hirohara Y; Yamaguchi T; Saika M; Morimoto T; Fujikado T
Ergonomics; 2019 Jun; 62(6):759-766. PubMed ID: 30773103
[TBL] [Abstract][Full Text] [Related]
14. A semi-immersive virtual reality incremental swing balance task activates prefrontal cortex: a functional near-infrared spectroscopy study.
Basso Moro S; Bisconti S; Muthalib M; Spezialetti M; Cutini S; Ferrari M; Placidi G; Quaresima V
Neuroimage; 2014 Jan; 85 Pt 1():451-60. PubMed ID: 23684867
[TBL] [Abstract][Full Text] [Related]
15. Virtual reality prototype for binocular therapy in older children and adults with amblyopia.
Elhusseiny AM; Bishop K; Staffa SJ; Zurakowski D; Hunter DG; Mantagos IS
J AAPOS; 2021 Aug; 25(4):217.e1-217.e6. PubMed ID: 34246761
[TBL] [Abstract][Full Text] [Related]
16. Postural activity and motion sickness during video game play in children and adults.
Chang CH; Pan WW; Tseng LY; Stoffregen TA
Exp Brain Res; 2012 Mar; 217(2):299-309. PubMed ID: 22210118
[TBL] [Abstract][Full Text] [Related]
17. Psychometric evaluation of Simulator Sickness Questionnaire and its variants as a measure of cybersickness in consumer virtual environments.
Sevinc V; Berkman MI
Appl Ergon; 2020 Jan; 82():102958. PubMed ID: 31563798
[TBL] [Abstract][Full Text] [Related]
18. Amblyopia treatment of adults with dichoptic training using the virtual reality oculus rift head mounted display: preliminary results.
Žiak P; Holm A; Halička J; Mojžiš P; Piñero DP
BMC Ophthalmol; 2017 Jun; 17(1):105. PubMed ID: 28659140
[TBL] [Abstract][Full Text] [Related]
19. Pilot Study Assessing the Safety and Acceptance of a Novel Virtual Reality System to Improve Visual Function.
Leal-Vega L; Piñero DP; Molina-Martín A; Hernández-Rodríguez CJ; Cuadrado-Asensio R; Martín-Gutiérrez A; Arenillas Lara JF; Coco Martín MB
Semin Ophthalmol; 2024 Jul; 39(5):394-399. PubMed ID: 38426308
[TBL] [Abstract][Full Text] [Related]
20. Measuring Virtual Reality Headset Resolution and Field of View: Implications for Vision Care Applications.
Lynn MH; Luo G; Tomasi M; Pundlik S; E Houston K
Optom Vis Sci; 2020 Aug; 97(8):573-582. PubMed ID: 32769841
[TBL] [Abstract][Full Text] [Related]
[Next] [New Search]