2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR) 2018
DOI: 10.1109/vr.2018.8446210
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Visually-Induced Motion Sickness Reduction via Static and Dynamic Rest Frames

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Cited by 98 publications
(60 citation statements)
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References 22 publications
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“…However, while both findings appear consistent with the rest frame hypothesis, they may simply reflect differences in the vection or subjective verticals experienced with and without stationary backgrounds 4 . Further complicating the interpretation of these findings, it appears that cybersickness can also be reduced by superimposing stationary foreground (as opposed to background) surfaces onto virtual environments (Chang E. et al, 2013;Cao et al, 2018). Thus, we conclude that the available data for the rest frame hypothesis are currently inconclusive.…”
Section: The Rest Frame Conflict Hypothesismentioning
confidence: 76%
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“…However, while both findings appear consistent with the rest frame hypothesis, they may simply reflect differences in the vection or subjective verticals experienced with and without stationary backgrounds 4 . Further complicating the interpretation of these findings, it appears that cybersickness can also be reduced by superimposing stationary foreground (as opposed to background) surfaces onto virtual environments (Chang E. et al, 2013;Cao et al, 2018). Thus, we conclude that the available data for the rest frame hypothesis are currently inconclusive.…”
Section: The Rest Frame Conflict Hypothesismentioning
confidence: 76%
“…When presented with the same HMD VR simulation, some users are much more likely to become sick, and also experience this sickness more severely, than others (Munafo et al, 2017;Arcioni et al, 2019;Cao et al, 2019;Clifton and Palmisano, 2019;Risi and Palmisano, 2019;Curry et al, 2020;Teixeira and Palmisano, 2020). Currently, our DVP hypothesis does not have a specific mechanism to explain individual differences in cybersickness during HMD VR.…”
Section: Dvp and Individual Differences In Cybersicknessmentioning
confidence: 83%
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“…Most of them use extradiegetic UIs. Their design choices differ from each other in (1) the means of presentation, for example using floating headup-displays [9,12,23], world-referenced UIs [14,18,24,29,[34][35][36] or UIs attached to the body [43], (2) the means of interaction, mainly by using VR-controllers [18,23,24,29,35], gamepads [2,9,14], answering orally [12] or using free-hand interaction via Leap Motion gesture-based inputs [32,34,36,43], and (3) other design choices like presenting single or multi-questions at once, answering via Likert-scales [29,[34][35][36]], text-based buttons [23] or sliders [2,9,14,18].…”
Section: Vr Questionnairesmentioning
confidence: 99%
“…In some experimental setups, the VR-scene (mostly a game) was replaced entirely by a new VE, either by showing the questionnaire in front of a plain background [9,23] or in a virtual replica of the laboratory [19,30,35]. This approach resembles the UI Extern used in this paper (see figure 1 a).…”
Section: Vr Questionnairesmentioning
confidence: 99%