245 related articles for article (PubMed ID: 34025203)
1. Cyber sickness in low-immersive, semi-immersive, and fully immersive virtual reality.
Martirosov S; Bureš M; Zítka T
Virtual Real; 2022; 26(1):15-32. PubMed ID: 34025203
[TBL] [Abstract][Full Text] [Related]
2. Effects of a Modern Virtual Reality 3D Head-Mounted Display Exergame on Simulator Sickness and Immersion Under Specific Conditions in Young Women and Men: Experimental Study.
Ciążyńska J; Janowski M; Maciaszek J
JMIR Serious Games; 2022 Nov; 10(4):e41234. PubMed ID: 36445744
[TBL] [Abstract][Full Text] [Related]
3. Virtual reality-enhanced walking in people post-stroke: effect of optic flow speed and level of immersion on the gait biomechanics.
De Keersmaecker E; Van Bladel A; Zaccardi S; Lefeber N; Rodriguez-Guerrero C; Kerckhofs E; Jansen B; Swinnen E
J Neuroeng Rehabil; 2023 Sep; 20(1):124. PubMed ID: 37749566
[TBL] [Abstract][Full Text] [Related]
4. Studying the Effect of Display Type and Viewing Perspective on User Experience in Virtual Reality Exergames.
Xu W; Liang HN; Zhang Z; Baghaei N
Games Health J; 2020 Dec; 9(6):405-414. PubMed ID: 32074463
[No Abstract] [Full Text] [Related]
5. Immersive virtual reality during gait rehabilitation increases walking speed and motivation: a usability evaluation with healthy participants and patients with multiple sclerosis and stroke.
Winter C; Kern F; Gall D; Latoschik ME; Pauli P; Käthner I
J Neuroeng Rehabil; 2021 Apr; 18(1):68. PubMed ID: 33888148
[TBL] [Abstract][Full Text] [Related]
6. Validation of the Virtual Reality Neuroscience Questionnaire: Maximum Duration of Immersive Virtual Reality Sessions Without the Presence of Pertinent Adverse Symptomatology.
Kourtesis P; Collina S; Doumas LAA; MacPherson SE
Front Hum Neurosci; 2019; 13():417. PubMed ID: 31849627
[TBL] [Abstract][Full Text] [Related]
7. Walking in fully immersive virtual environments: an evaluation of potential adverse effects in older adults and individuals with Parkinson's disease.
Kim A; Darakjian N; Finley JM
J Neuroeng Rehabil; 2017 Feb; 14(1):16. PubMed ID: 28222783
[TBL] [Abstract][Full Text] [Related]
8. 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]
9. The effects of virtual reality immersion on the content and structure of the narrative discourse of healthy adults.
Baker C; Bryant L; Power E
Int J Lang Commun Disord; 2023; 58(6):2049-2061. PubMed ID: 37358346
[TBL] [Abstract][Full Text] [Related]
10. Mindfulness-based Virtual Reality Intervention in Hemodialysis Patients: A Pilot Study on End-user Perceptions and Safety.
Hernandez R; Burrows B; Browning MHEM; Solai K; Fast D; Litbarg NO; Wilund KR; Moskowitz JT
Kidney360; 2021 Mar; 2(3):435-444. PubMed ID: 35369024
[TBL] [Abstract][Full Text] [Related]
11. Usability Comparisons of Head-Mounted vs. Stereoscopic Desktop Displays in a Virtual Reality Environment with Pain Patients.
Tong X; Gromala D; Gupta D; Squire P
Stud Health Technol Inform; 2016; 220():424-31. PubMed ID: 27046617
[TBL] [Abstract][Full Text] [Related]
12. Tolerance of immersive head-mounted virtual reality among older nursing home residents.
Rmadi H; Maillot P; Artico R; Baudouin E; Hanneton S; Dietrich G; Duron E
Front Public Health; 2023; 11():1163484. PubMed ID: 37538272
[TBL] [Abstract][Full Text] [Related]
13. Virtual Reality Sickness Reduces Attention During Immersive Experiences.
Mimnaugh KJ; Center EG; Suomalainen M; Becerra I; Lozano E; Murrieta-Cid R; Ojala T; LaValle SM; Federmeier KD
IEEE Trans Vis Comput Graph; 2023 Nov; 29(11):4394-4404. PubMed ID: 37788212
[TBL] [Abstract][Full Text] [Related]
14. 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]
15. Camera Stabilization in 360° Videos and Its Impact on Cyber Sickness, Environmental Perceptions, and Psychophysiological Responses to a Simulated Nature Walk: A Single-Blinded Randomized Trial.
Litleskare S; Calogiuri G
Front Psychol; 2019; 10():2436. PubMed ID: 31736832
[TBL] [Abstract][Full Text] [Related]
16. Virtual Reality with 360-Video Storytelling in Cultural Heritage: Study of Presence, Engagement, and Immersion.
Škola F; Rizvić S; Cozza M; Barbieri L; Bruno F; Skarlatos D; Liarokapis F
Sensors (Basel); 2020 Oct; 20(20):. PubMed ID: 33081154
[TBL] [Abstract][Full Text] [Related]
17. 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]
18. Effect of Cognitive Training in Fully Immersive Virtual Reality on Visuospatial Function and Frontal-Occipital Functional Connectivity in Predementia: Randomized Controlled Trial.
Kang JM; Kim N; Lee SY; Woo SK; Park G; Yeon BK; Park JW; Youn JH; Ryu SH; Lee JY; Cho SJ
J Med Internet Res; 2021 May; 23(5):e24526. PubMed ID: 33955835
[TBL] [Abstract][Full Text] [Related]
19. Reducing Cybersickness in 360-Degree Virtual Reality.
Arshad I; De Mello P; Ender M; McEwen JD; Ferré ER
Multisens Res; 2021 Dec; ():1-17. PubMed ID: 34936982
[TBL] [Abstract][Full Text] [Related]
20. Novel neurodigital interface reduces motion sickness in virtual reality.
Dopsaj M; Tan W; Perovic V; Stajic Z; Milosavljevic N; Paessler S; Makishima T
Neurosci Lett; 2024 Mar; 825():137692. PubMed ID: 38382798
[TBL] [Abstract][Full Text] [Related]
[Next] [New Search]