Review on cybersickness in applications and visual displays
By Lisa Rebenitsch, Charles B. Owen. Virtual Reality, 2016
845 citations recorded by the source corpus.
Subfields: Mechanical Engineering, Media Technology, Human-Computer Interaction
View Paper: https://www.semanticscholar.org/paper/5f914ab4d0d2ef557e1bf55109f45a345210e71d
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Human-Computer Interaction
- Emilie Loup-Escande
- Camille Sagnier
- Domitile Lourdeaux
- Indira Mouttapa Thouvenin
- Albert A. Rizzo
- Gérard Valléry
- Thomas D. Parsons
Citations in the corpus
- Into the Wild: The Effects of 360° Immersive Nature Videos on Feelings of Commitment to the Environment (2019, background): “Furthermore, some people might be reluctant to wear an HMD because of negative side effects, such as cybersickness (Rebenitsch & Owen, 2016), or simply because they do not like the technology and the enhancement of experiences.”
- The effectiveness of virtual and augmented reality in health sciences and medical anatomy (2017, neutral): “A potential issue that can have an impact on the learning experience and assessment results when using virtual reality is cybersickness, which causes nausea, disorientation, discomfort, headache, fatigue, difficulty concentrating and problems with vision (Rebenitsch and Owen, 2016).”
- Factors Associated With Virtual Reality Sickness in Head-Mounted Displays: A Systematic Review and Meta-Analysis (2019, background): “Despite the improvements in HMD technology, a recent review suggests that the prevalence of VR sickness is still problematic (Rebenitsch and Owen, 2016).”
- User Acceptance of Virtual Reality: An Extended Technology Acceptance Model (2020, methodology): “However, these symptoms are short-lived, as most participants recover in an hour, but some effects (such as disorientation) can linger for several hours (Rebenitsch & Owen, 2016).”