141 related articles for article (PubMed ID: 34936982)
1. 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]
2. Motion sickness and cybersickness - Sensory mismatch.
Laessoe U; Abrahamsen S; Zepernick S; Raunsbaek A; Stensen C
Physiol Behav; 2023 Jan; 258():114015. PubMed ID: 36323375
[TBL] [Abstract][Full Text] [Related]
3. 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]
4. Cybersickness: a Multisensory Integration Perspective.
Gallagher M; Ferrè ER
Multisens Res; 2018 Jan; 31(7):645-674. PubMed ID: 31264611
[TBL] [Abstract][Full Text] [Related]
5. Virtual Reality Is Sexist: But It Does Not Have to Be.
Stanney K; Fidopiastis C; Foster L
Front Robot AI; 2020; 7():4. PubMed ID: 33501173
[TBL] [Abstract][Full Text] [Related]
6. Cybersickness and Its Severity Arising from Virtual Reality Content: A Comprehensive Study.
Oh H; Son W
Sensors (Basel); 2022 Feb; 22(4):. PubMed ID: 35214216
[TBL] [Abstract][Full Text] [Related]
7. 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]
8. 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]
9. Cybersickness in People with Multiple Sclerosis Exposed to Immersive Virtual Reality.
Pau M; Arippa F; Leban B; Porta M; Casu G; Frau J; Lorefice L; Coghe G; Cocco E
Bioengineering (Basel); 2024 Jan; 11(2):. PubMed ID: 38391601
[TBL] [Abstract][Full Text] [Related]
10. Estimating objective (EEG) and subjective (SSQ) cybersickness in people with susceptibility to motion sickness.
Jang KM; Kwon M; Nam SG; Kim D; Lim HK
Appl Ergon; 2022 Jul; 102():103731. PubMed ID: 35248910
[TBL] [Abstract][Full Text] [Related]
11. Reduction of cybersickness during and immediately following noisy galvanic vestibular stimulation.
Weech S; Wall T; Barnett-Cowan M
Exp Brain Res; 2020 Feb; 238(2):427-437. PubMed ID: 31938844
[TBL] [Abstract][Full Text] [Related]
12. Focusing on cybersickness: pervasiveness, latent trajectories, susceptibility, and effects on the virtual reality experience.
Garrido LE; Frías-Hiciano M; Moreno-Jiménez M; Cruz GN; García-Batista ZE; Guerra-Peña K; Medrano LA
Virtual Real; 2022; 26(4):1347-1371. PubMed ID: 35250349
[TBL] [Abstract][Full Text] [Related]
13. 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]
14. Restricting the distribution of visual attention reduces cybersickness.
Yip SH; Saunders JA
Cogn Res Princ Implic; 2023 Mar; 8(1):18. PubMed ID: 36929248
[TBL] [Abstract][Full Text] [Related]
15. Factors Affecting Enjoyment of Virtual Reality Games: A Comparison Involving Consumer-Grade Virtual Reality Technology.
Shafer DM; Carbonara CP; Korpi MF
Games Health J; 2019 Feb; 8(1):15-23. PubMed ID: 30199273
[TBL] [Abstract][Full Text] [Related]
16. 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]
17. Clinical predictors of cybersickness in virtual reality (VR) among highly stressed people.
Kim H; Kim DJ; Chung WH; Park KA; Kim JDK; Kim D; Kim K; Jeon HJ
Sci Rep; 2021 Jun; 11(1):12139. PubMed ID: 34108520
[TBL] [Abstract][Full Text] [Related]
18. Vection in virtual reality modulates vestibular-evoked myogenic potentials.
Gallagher M; Dowsett R; Ferrè ER
Eur J Neurosci; 2019 Nov; 50(10):3557-3565. PubMed ID: 31233640
[TBL] [Abstract][Full Text] [Related]
19. Mitigating Cybersickness in Virtual Reality Systems through Foveated Depth-of-Field Blur.
Hussain R; Chessa M; Solari F
Sensors (Basel); 2021 Jun; 21(12):. PubMed ID: 34200616
[TBL] [Abstract][Full Text] [Related]
20. A comparative study of cybersickness during exposure to virtual reality and "classic" motion sickness: are they different?
Mazloumi Gavgani A; Walker FR; Hodgson DM; Nalivaiko E
J Appl Physiol (1985); 2018 Dec; 125(6):1670-1680. PubMed ID: 30284516
[TBL] [Abstract][Full Text] [Related]
[Next] [New Search]