2020
DOI: 10.1007/s10055-020-00425-x
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Evaluating discrete viewpoint control to reduce cybersickness in virtual reality

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Cited by 81 publications
(77 citation statements)
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“…Aside from habituation, a growing number of visual-based and interaction-based (primarily software-based) techniques are being generated to address VIMS in VR [2,22,26,27,70]. One of the most promising of these techniques for addressing VIMS is the use of visual rest frames.…”
Section: Existing Attempts To Reduce Vimsmentioning
confidence: 99%
“…Aside from habituation, a growing number of visual-based and interaction-based (primarily software-based) techniques are being generated to address VIMS in VR [2,22,26,27,70]. One of the most promising of these techniques for addressing VIMS is the use of visual rest frames.…”
Section: Existing Attempts To Reduce Vimsmentioning
confidence: 99%
“…Disorientation increases significantly when the viewpoint os changed abruptly by teleporting the user to new locations in virtual environments [15]. Gaze directed pointing techniques are advantageous, and a viewpoint snapping technique has been proposed [16] to eliminate intermediate frames, making the rotation discrete and more realistic. The snapping technique eliminates viewpoint changes up to 22.5°, making it more comfortable for users.…”
Section: Effect Of Viewpoint Changes In Virtual Environmentsmentioning
confidence: 99%
“…However, since the viewpoint is coupled to the selection ray, this can yield excessive head motion which in turn can cause neck fatigue, and disorient users. Worse, the excessive head movement of the user may induce nausea and cybersickness [12]. To avoid these problems, most modern head-mounted displays (e.g., the Oculus Rift, and HTC Vive) employ tracked wand input devices.…”
Section: Chapter: Introductionmentioning
confidence: 99%