Immersive media experience: a survey of existing methods and tools for human influential factors assessment

MA Moinnereau, AA de Oliveira Jr, TH Falk - Quality and User Experience, 2022 - Springer
Virtual reality (VR) applications, especially those where the user is untethered to a computer,
are becoming more prevalent as new hardware is developed, computational power and …

“Are you feeling sick?” A systematic literature review of cybersickness in virtual reality

N Biswas, A Mukherjee, S Bhattacharya - ACM Computing Surveys, 2024 - dl.acm.org
Cybersickness (CS), also known as visually induced motion sickness (VIMS) is a condition
that can affect individuals when they interact with virtual reality (VR) technology. This …

Omnidirectional galvanic vestibular stimulation in virtual reality

C Groth, JP Tauscher, N Heesen… - IEEE transactions on …, 2022 - ieeexplore.ieee.org
In this paper we propose omnidirectional galvanic vestibular stimulation (GVS) to mitigate
cybersickness in virtual reality applications. One of the most accepted theories indicates that …

A video-based augmented reality system for human-in-the-loop muscle strength assessment of juvenile dermatomyositis

K Zhou, R Cai, Y Ma, Q Tan, X Wang… - … on Visualization and …, 2023 - ieeexplore.ieee.org
As the most common idiopathic inflammatory myopathy in children, juvenile dermatomyositis
(JDM) is characterized by skin rashes and muscle weakness. The childhood myositis …

LiteVR: Interpretable and Lightweight Cybersickness Detection using Explainable AI

RK Kundu, R Islam, J Quarles… - 2023 IEEE Conference …, 2023 - ieeexplore.ieee.org
Cybersickness is a common ailment associated with virtual reality (VR) user experiences.
Several automated methods exist based on machine learning (ML) and deep learning (DL) …

DRCmpVis: Visual Comparison of Physical Targets in Mobile Diminished and Mixed Reality

R Liu, S Ye, Z Ding, G Yang, S Cheng… - IEEE Transactions on …, 2024 - ieeexplore.ieee.org
Numerous physical objects in our daily lives are grouped or ranked according to a
stereotyped presentation style. For example, in a library, books are typically grouped and …

Adaptive Cloud VR Gaming Optimized by Gamer QoE Models

KY Lee, A Singla, P Cesar, CH Hsu - ACM Transactions on Multimedia …, 2024 - dl.acm.org
Cloud Virtual Reality (VR) gaming offloads computationally-intensive VR games to
resourceful data centers. However, ensuring good Quality of Experience (QoE) in cloud VR …

Socially Distanced: Have user evaluation methods for Immersive Technologies changed during the COVID-19 pandemic?

B Spittle, W Xu, M Frutos-Pascual… - … symposium on mixed …, 2021 - ieeexplore.ieee.org
Since the emergence of COVID-19 in late 2019, there has been a significant disturbance in
human-to-human interaction that has changed the way we conduct user studies in the field …

Evaluating the Effects of Motion Cues in Virtual Truck Driver Training

Y Jabbari, M Mohrenschildt - Transportation Research …, 2024 - journals.sagepub.com
The integration of simulation technology into professional training has transformed learning
in various sectors. Although prior research has explored motion cueing in simulators such as …

Will Neural 3D Object Representations be the Silver Bullet for Improving VR Experience in HMDs?

C Hsu, YC Sun, KY Lee… - 2024 IEEE 7th International …, 2024 - ieeexplore.ieee.org
We evaluate the presence and cybersickness scores of Virtual Reality (VR) applications
using a Head-Mounted Display (HMD) with different:(i) 3D objects in non-neural and neural …