1998
DOI: 10.1162/105474698565767
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Human Factors Issues in Virtual Environments: A Review of the Literature

Abstract: Virtual environments are envisioned as being systems that will enhance the communication between humans and computers. If virtual systems are to be effective and well received by their users, considerable human-factors research needs to be accomplished. This paper provides an overview of many of these human-factors issues, including human performance efficiency in virtual worlds (which is likely influenced by task characteristics, user characteristics, human sensory and motor physiology, multimodal interaction… Show more

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Cited by 402 publications
(198 citation statements)
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References 80 publications
(103 reference statements)
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“…One commonly reported side-effect of HMDs is that they are nausegenic [4][5][6][7][8][9][10][11][12][13][14][15][16][17][18][19][20][21][22]. The motion sickness experienced with HMDs is most appropriately referred to as 'cybersickness' [11,23].…”
Section: Introductionmentioning
confidence: 99%
“…One commonly reported side-effect of HMDs is that they are nausegenic [4][5][6][7][8][9][10][11][12][13][14][15][16][17][18][19][20][21][22]. The motion sickness experienced with HMDs is most appropriately referred to as 'cybersickness' [11,23].…”
Section: Introductionmentioning
confidence: 99%
“…Analyzing the effect of each of these factors individually and systematically would provide a better understanding of the complex process of tool use. Haptic interfaces provide several advantages in this respect: They are robotic systems, which enable human users to touch and interact with virtual objects (Stanney et al 1998;Mahvash and Hayward 2004) and offer the possibility of performing controlled studies with very precisely defined and standardized conditions in virtual reality that cannot be done in the real world. These devices thereby enable the independent manipulation of the different factors involved in tool use, such as FFB.…”
Section: Introductionmentioning
confidence: 99%
“…In addition to these improvements, playing with a virtual reality interface may enhance its realism and grant players a finer sense of presence, providing higher involvement and immersion (Persky & Blascovich, 2006;Stanney, Mourant & Kennedy, 1998;Tamborini et al, 2001). These features may also favor participants' identification with the game character (Persky & Blascovich, 2006), which in turn has also been associated with increases on aggression (e.g., Huesmann, Moise, Podolski, & Eron, 2003).…”
mentioning
confidence: 99%