2019
DOI: 10.1111/ejn.14499
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Vection in virtual reality modulates vestibular‐evoked myogenic potentials

Abstract: The popularity of virtual reality (VR) has increased rapidly in recent years. While significant technological advancements are apparent, a troublesome problem with VR is that between 20% and 80% of users will experience unpleasant side effects such as nausea, disorientation, blurred vision and headaches—a malady known as Cybersickness. Cybersickness may be caused by a conflict between sensory signals for self‐motion: while vision signals that the user is moving in a certain direction with certain acceleration,… Show more

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Cited by 23 publications
(24 citation statements)
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“…While the patient receives visual signals informing him or her that he or she is moving, no corroborating information is provided by the vestibular organs. Cybersickness has been described to occur in 20% to 80% of cases [ 29 ], although it occurred in only 18.8% of the sample in Bruno et al’s [ 17 ] study. In our study, the occurrence of this side effect was even lower (6.3%) and may be due to younger age, fewer comorbidities, and better hemodynamic stability in patients undergoing AF ablation compared to those who underwent the transcatheter aortic valve implantation procedure.…”
Section: Discussionmentioning
confidence: 99%
“…While the patient receives visual signals informing him or her that he or she is moving, no corroborating information is provided by the vestibular organs. Cybersickness has been described to occur in 20% to 80% of cases [ 29 ], although it occurred in only 18.8% of the sample in Bruno et al’s [ 17 ] study. In our study, the occurrence of this side effect was even lower (6.3%) and may be due to younger age, fewer comorbidities, and better hemodynamic stability in patients undergoing AF ablation compared to those who underwent the transcatheter aortic valve implantation procedure.…”
Section: Discussionmentioning
confidence: 99%
“…According to Bayesian optimal integration frameworks (Ernst and Banks, 2002;Ernst and Bülthoff, 2004;Gu et al, 2008;Angelaki et al, 2011), when exposed to an environment in which visual cues are present and vestibular cues are uncertain or conflicting, such as VR, the weighting of the vestibular cues may be decreased, and the brain extracts self-motion information primarily from visual signals (Gallagher and Ferrè, 2018;Gallagher et al, 2019).…”
Section: Introductionmentioning
confidence: 99%
“…Changes in wave latencies and increased amplitudes in the cVEMP test performed in healthy individuals in the presence of optic illusion suggest that vestibular reflex pathways are also affected by the vestibular and visual cortex. Giving a visual stimulus causes physiological changes in the reflex arc which creates cVEMP response with a high amplitude [ 24 ]. Fowler, et al [ 25 ] obtained higher cVEMP amplitudes in people with motion sickness and stated that there is a correlation between these two factors.…”
Section: Discussionmentioning
confidence: 99%
“…Gallagher, et al [ 24 ] created an optical illusion (perception of movement) in adult participants by using VR goggles. They observed a significant increase in left cVEMP amplitude during exposure to optical illusion.…”
Section: Discussionmentioning
confidence: 99%
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