A discussion of cybersickness in virtual environments
By J. Laviola. SGCH, 2000
1,367 citations recorded by the source corpus.
Subfields: Computer Vision and Pattern Recognition, Media Technology, Human-Computer Interaction
View Paper: https://www.semanticscholar.org/paper/9810a7976242774b4d7878fd121f54094412ae40
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Computer Vision and Pattern Recognition
- A. Hamad
- Bochen Jia
- Charles B. Owen
- Carlos Andújar
- Ali Arya
- Steven K. Feiner
- Ferran Argelaguet
- Anthony Scavarelli
In Media Technology
- A. Hamad
- Bochen Jia
- Charles B. Owen
- Carlos Andújar
- Ali Arya
- Steven K. Feiner
- Ferran Argelaguet
- Anthony Scavarelli
In Human-Computer Interaction
- A. Hamad
- Bochen Jia
- Charles B. Owen
- Michael Barnett-Cowan
- Emilie Loup-Escande
- Carlos Andújar
- Ali Arya
- Camille Sagnier
Citations in the corpus
- State of the art of virtual reality technology (2016, background): “Many of the applications follow conservative approaches which try to avoid cybersickness [54, 55] issues.”
- Combating VR sickness through subtle dynamic field-of-view modification (2016, background): “However, one potential barrier to adoption is VR sickness, which can cause symptoms similar to those of motion sickness [12].”
- A Systematic Review of Cybersickness (2014, background): “Virtual reality is an interactive, immersive and realistic, three dimensional computer simulated world [19,24].”
- User Acceptance of Virtual Reality: An Extended Technology Acceptance Model (2020, background): “Users can develop symptoms such as eyestrain, headache, pallor, sweating, a dry mouth, stomach discomfort, disorientation, vertigo, ataxia, nausea and vomiting (Cobb, Nichols, Ramsey, & Wilson, 1999; LaViola, 2000).”
- A survey of 3D object selection techniques for virtual environments (2013, background): “Interacting with our own body can raise fatigue levels and extended use may induce simulation sickness [52] and muscular strain.”
- Virtual reality and augmented reality in social learning spaces: a literature review (2020, background): “This is often called cybersickness (LaViola Jr 2000; McCauley and Sharkey 1992), and likely due to perceived differences between the spatial orientation of the VR visuals and the spatial orientation of the body’s balancing system called visual-vestibular conflict (VVC) (Akiduki et al. 2003).”
- Virtual and augmented reality effects on K-12, higher and tertiary education students’ twenty-first century skills (2018, background): “Possible reasons of such negative side effects may be accommodation problems, low frame rate, lag or bad fitting HMDs helmets which can be caused due to imperfections in the technology especially with visual displays (Kaufmann and Dünser 2007; LaViola 2000).”
- Review on cybersickness in applications and visual displays (2016, background): “There was substantial consideration of lag, tracking accuracy, and flicker as possible sources of simulator sickness (Dizio and Lackner 1997; LaViola 2000).”
- Presence and Cybersickness in Virtual Reality Are Negatively Related: A Review (2019, background): “Note that this review does not constitute a review of CS (see LaViola, 2000; Davis et al., 2014; Rebenitsch and Owen, 2016) or of presence (see Lombard and Ditton, 1997; Schuemie et al., 2001; Sadowski and Stanney, 2002; Biocca et al., 2003; Lee, 2004; Sanchez-Vives and Slater, 2005; for a…”
- Factors Associated With Virtual Reality Sickness in Head-Mounted Displays: A Systematic Review and Meta-Analysis (2019, background): “Side effects from virtual environment usage has been referred to by many terms including simulator sickness (Kennedy et al., 1993), cybersickness (LaViola, 2000) and VR sickness (Kim et al., 2018).”
- Use of physiological signals to predict cybersickness (2016, background): “The cybersickness found in the HMD condition may be due to vection from a larger field of view, to lack of head movement during visually-perceived virtual movements, or to some combination of the preceding [1].”
- How Virtual Reality Technology Has Changed Our Lives: An Overview of the Current and Potential Applications and Limitations (2022, background): “Some individual factors include prolonged VR exposure; the user’s predisposition to motion sickness, fatigue, or nausea; and how adapted a user is to VR applications [71,78].”