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Pictorial communication in virtual and real environments (2nd ed.)
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Presence: Teleoperators and Virtual Environments
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Presence: Teleoperators and Virtual Environments
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International Journal of Human-Computer Studies
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Presence: Teleoperators and Virtual Environments
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International Journal of Human-Computer Studies - Interaction with virtual environments
Some practical considerations of ethical issues in VR research
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ACM SIGGRAPH 2006 Research posters
An independent visual background reduced simulator sickness in a driving simulator
Presence: Teleoperators and Virtual Environments
Presence: Teleoperators and Virtual Environments
Presence: Teleoperators and Virtual Environments
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Presence: Teleoperators and Virtual Environments
Psychophysiological Correlates of Virtual Reality: A Review
Presence: Teleoperators and Virtual Environments
Effects of Virtual Reality Immersion and Walking Speed on Coordination of Arm and Leg Movements
Presence: Teleoperators and Virtual Environments
Presence: Teleoperators and Virtual Environments
Simulator sickness depends on frequency of the simulator motion mismatch: An observation
Presence: Teleoperators and Virtual Environments
The benefits of using a walking interface to navigate virtual environments
ACM Transactions on Computer-Human Interaction (TOCHI)
Effects of depth cues on simulator sickness
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UAHCI'07 Proceedings of the 4th international conference on Universal access in human-computer interaction: ambient interaction
Time-varying factors model with different time-scales for studying cybersickness
ICVR'07 Proceedings of the 2nd international conference on Virtual reality
User experience modeling and enhancement for virtual environments that employ wide-field displays
ICDHM'07 Proceedings of the 1st international conference on Digital human modeling
Haptic and sound interface for shape rendering
Presence: Teleoperators and Virtual Environments
Effects of presence on causing cybersickness in the elderly within a 3D virtual store
HCII'11 Proceedings of the 14th international conference on Human-computer interaction: users and applications - Volume Part IV
Vermeer: direct interaction with a 360° viewable 3D display
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Advances in Human-Computer Interaction
International Journal of Human-Computer Studies
Cybersickness induced by desktop virtual reality
Proceedings of Graphics Interface 2012
Stereoscopic viewing enhances visually induced motion sickness but sound does not
Presence: Teleoperators and Virtual Environments
May cause dizziness: applying the simulator sickness questionnaire to handheld projector interaction
BCS-HCI '12 Proceedings of the 26th Annual BCS Interaction Specialist Group Conference on People and Computers
Study on interaction-induced symptoms with respect to virtual grasping and manipulation
International Journal of Human-Computer Studies
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An experimental program of research was carried out to assess the potential health and safety effects of participating in virtual environments (VEs) via head-mounted displays (HMDs). This paper presents the results obtained from nine experiments examining the effects experienced during and after participation in a variety of VR systems, VE designs, and task requirements, for a total participant sample of 148 individuals. A combination of methods including self-report scales, performance measures, physiological indicators, observation, interview, and user attitude/opinion questionnaires were used to measure simulator (VE) sickness, postural instability, psychomotor control, perceptual judgment, concentration, stress, and ergonomics effects. Greatest effects across the different systems, VEs, and exposure times were found for sickness symptoms and physiological measures, with some concern over postural instability and physical ergonomics, also. Although many of the effects were relatively minor and short lived, they were serious for five percent of participants and irritating for a considerable percentage more. The aetiology of the effects is sufficiently different to that for simulators or transport systems to justify us using a new term, virtual reality-induced symptoms and effects (VRISE). Implications are drawn for VR system design, VE specification, and the ways in which industrial use of VR/VE should be planned and supported.