2013
DOI: 10.4028/www.scientific.net/aef.10.34
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A Review on Cybersickness and Usability in Virtual Environments

Abstract: Abstract. With the emerge of new technologies many systems are presented to a wider range of users at reasonable costs. Virtual Reality (VR) technology has also entered many new economical areas such as tourism, business, online games, and also cultural heritage. The new advancement in VR and its availability to the end user in many forms necessitates considering the health issues because cybersickness is one of the drawbacks of Virtual Environments (VE). In addition, usability of the VE and the provided VR te… Show more

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Cited by 35 publications
(17 citation statements)
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“…A review on VRISE and usability in VE was conducted by Musavi et al [ 32 ]. They have argued that that the VRISE is one of the drawbacks of VE and that the usability, which is an aspect of user experience, of VR technology and system is of paramount importance in the market to attract the user.…”
Section: Background and Related Workmentioning
confidence: 99%
“…A review on VRISE and usability in VE was conducted by Musavi et al [ 32 ]. They have argued that that the VRISE is one of the drawbacks of VE and that the usability, which is an aspect of user experience, of VR technology and system is of paramount importance in the market to attract the user.…”
Section: Background and Related Workmentioning
confidence: 99%
“…Using results from subgroup comparisons, we defined two broad classes of moderator variables referring to VR technology-related variables (e.g., immersion and presence, customization of VR systems), sample and study methodology (e.g., age, clinical diagnosis, nature of the control groups used as comparators). We were also interested in safety issues related to the use of VR especially with vulnerable populations, particularly regarding adverse effects of VR exposure [ 19 , 20 ]. Thirdly, we assessed whether VR is safe by quantifying the number and severity of adverse effects reported in the reviews.…”
Section: Introductionmentioning
confidence: 99%
“…Although the exact causes underlying the appearance of cybersickness are unknown, there are different theories that try to explain this phenomenon. Currently, the most widely accepted are the sensory conflict theory, the posture instability theory, and the poison theory (LaViola, 2000;Mousavi et al, 2013;Stanney et al, 2020). Briefly, the theory of sensory conflict explains that cybersickness arises because the exposure to VR causes a conflict between the vestibular system of the inner ear and the other senses, mainly sight (Davis et al, 2014).…”
Section: Definition and Causes Of Cybersicknessmentioning
confidence: 99%
“…On the other hand, the theory of posture instability proposes that the visual alterations produced by VR, such as accelerations and rotations, and the contrast between the virtual environment and the real one in which the user is, reduce the stability of the posture, a factor that according to this theory is essential for the human being and that when affected gives way to cybersickness (Davis et al, 2014;Dennison & D'Zmura, 2017;LaViola, 2000). The poison theory is based on the idea that experiences with VR influence the visual and vestibular system in a similar way to when a toxic substance is ingested, which produces confusion in the brain, making it think that the body is being intoxicated and causing a bodily process aimed at eliminating the supposed substances, which result in cybersickness (Davis et al, 2014;Mousavi et al, 2013).…”
Section: Definition and Causes Of Cybersicknessmentioning
confidence: 99%
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