Advances in Virtual Reality and Anxiety Disorders 2014
DOI: 10.1007/978-1-4899-8023-6_3
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Sickness in Virtual Reality

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Cited by 13 publications
(16 citation statements)
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References 63 publications
(88 reference statements)
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“…Stanney et al (56) also suggested that negative side effects differ between immersion in VR and in training simulators. The design of the VE and the task performed are known to have an impact on the induction of negative side effects (3,19,60). Replications of our results in other centers, with diverse populations and methodologies, remain warranted.…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“…Stanney et al (56) also suggested that negative side effects differ between immersion in VR and in training simulators. The design of the VE and the task performed are known to have an impact on the induction of negative side effects (3,19,60). Replications of our results in other centers, with diverse populations and methodologies, remain warranted.…”
Section: Discussionmentioning
confidence: 99%
“…The most often reported explanation for symptoms of nausea is a conflict between information provided by the otolith organs (linear acceleration of the head), the semicircular canals (angular acceleration of the head), the visual system (position and Abbreviations: HMD, Head mounted display; SSQ, Simulator Sickness Questionnaire; TSST, Trier Stress Social Test; TSST-G, Trier Stress Social Test in Groups; VE, Virtual environment; VR, Virtual reality. orientation of the body with respect to the visual environment), and the kinesthetic system (limb and body position) (14)(15)(16)(17)(18)(19). The sensory conflict theory is not without its critics e.g., (20,21) and other theories may explain some of the nausea symptoms, such as difficulty maintaining postural stability in virtual environments (VEs) (21,22).…”
Section: Introductionmentioning
confidence: 99%
“…As VR technologies become more sophisticated and are more widely employed in a diverse range of therapeutic, educational, professional, and entertainment contexts, it becomes more important to develop coherent and effective approaches to the design of the virtual environments that are accessed through such systems. This is especially true given the fact that even high-quality contemporary VR equipment and well-designed virtual environments can generate unpleasant or harmful effects for users such as "VR sickness" or "cybersickness" involving dry eyes, eye strain, headaches, sweating, muscle aches, nausea, or other physiological responses [7][8][9][10][11][12]. Use of VR equipment may also produce spatial disorientation that can lead to physical accidents, which can raise questions of legal liability for VR platform developers, especially if such accidents were foreseeable and preventable [13].…”
Section: The Potentially Harmful Effects Of Poorly Designed Virtual Ementioning
confidence: 99%
“…In fact, one of the main problems of acting within a virtual environment is that one's visually apparent locomotion within that environment has no counterpart in proprioception, as one typically remains stationary. This lack of isomorphism between D a and D n might lead to irritation or even nausea -an effect that appears to actually increase with the degree of realistic rendering of a natural environment (for a survey of this issue, see Sharples et al 2014).…”
Section: Convergence and Isomorphismmentioning
confidence: 99%