In this research paper, we conducted a study to investigate the connection between three objective measures: Electrocardiogram(ECG), Electrogastrogram (EGG), and Electroencephalogram (EEG), and individuals' susceptibility to cybersickness. Our primary obje ...
This paper introduces the Least Increase aversion (LIA) protocol to investigate the relative impact of factors that may trigger cybersickness. The protocol is inspired by the Subjective Matching methodology (SMT) from which it borrows the incremental const ...
Studies of cybersickness (CS) often require a significant invest- ment in creating the primary VR environment and other experiment- related features. In addition, minor differences in VR content in independent studies may lead to opposite results. This mot ...
The current study sought to objectively evaluate cybersickness by utilizing Electrogastrogram (EGG) physiological data in relation to three different navigation axes: Translational movement along the longitudinal and lateral axes, and rotation along the ve ...
Cybersickness still poses a significant challenge to the widespread usage of virtual reality (VR), leading to different levels of discomfort and potentially breaking the immersive experience. Researchers have attempted to discover the possible fundamental ...
Cybersickness still poses a significant challenge to the widespread usage of virtual reality, leading to different levels of dis- comfort and potentially breaking the immersive experience. Researchers have attempted to discover the possible fundamental cau ...
Cybersickness is still an inevitable adverse effect when using VR systems, resulting in different levels of discomfort, and potentially breaking the immersive experience. To date, few studies have focused on exploring VR experience in the supine posture. R ...
Cybersickness continues to be one of the main barriers for mainstream adoption of Virtual Reality (VR). Despite the wealth of research available on this topic, it is still an unsolved problem. This paper explores the potential influence of cybersickness ov ...
Cybersickness induced through Virtual Reality (VR) applications is still one of its main barriers as it can induce unwanted side-effects in players, significantly hindering the overall experience. Despite the wealth of research available on this topic, it ...
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