Cybersickness in current-generation virtual reality head-mounted displays: systematic review and outlook

P Caserman, A Garcia-Agundez, A Gámez Zerban… - Virtual Reality, 2021 - Springer
Cybersickness (CS) is a term used to refer to symptoms, such as nausea, headache, and
dizziness that users experience during or after virtual reality immersion. Initially discovered …

Immersive virtual reality health games: a narrative review of game design

G Tao, B Garrett, T Taverner, E Cordingley… - … of NeuroEngineering and …, 2021 - Springer
Background High quality head-mounted display based virtual reality (HMD-VR) has become
widely available, spurring greater development of HMD-VR health games. As a behavior …

A virtual space for all: Exploring children's experience in social virtual reality

D Maloney, G Freeman, A Robb - Proceedings of the Annual …, 2020 - dl.acm.org
Social virtual reality (VR) is increasingly becoming an emerging online social ecosystem
where multiple users can interact with one another through VR head-mounted displays in …

The effect of hand size and interaction modality on the virtual hand illusion

L Lin, A Normoyle, A Adkins, Y Sun… - … IEEE Conference on …, 2019 - ieeexplore.ieee.org
Most commercial virtual reality applications with self avatars provide users with a “one-size
fits all” avatar. While the height of this body may be scaled to the user's height, other body …

Understanding learning and learning experience in immersive virtual reality

P Antonopoulos, E Fokides, G Koutromanos - … , Knowledge and Learning, 2024 - Springer
There is a pervasive belief that immersive virtual reality (imVR) holds transformative
implications for almost all technology-mediated human activities, including the sphere of …

A palette of deepened emotions: exploring emotional challenge in virtual reality games

X Peng, J Huang, A Denisova, H Chen, F Tian… - Proceedings of the …, 2020 - dl.acm.org
Recent work introduced the notion of'emotional challenge'promising for understanding more
unique and diverse player experiences (PX). Although emotional challenge has immediately …

An empirical study of trends of popular virtual reality games and their complaints

R Epp, D Lin, CP Bezemer - IEEE Transactions on Games, 2021 - ieeexplore.ieee.org
The market for virtual reality (VR) games is growing rapidly and is expected to grow from 3.3
billion in 2018 to 13.7 billion in 2022. Due to the immersive nature of such games and the …

Classifying presence scores: Insights and analysis from two decades of the igroup presence questionnaire (ipq)

TQ Tran, T Langlotz, J Young, TW Schubert… - ACM Transactions on …, 2024 - dl.acm.org
Presence, or the experience of being present in a computer-generated environment, is a
defining element of virtual reality. While there are different methodologies to measure …

Sensitivity to hand offsets and related behavior in virtual environments over time

K Kohm, J Porter, A Robb - ACM Transactions on Applied Perception, 2022 - dl.acm.org
This work explored how users' sensitivity to offsets in their avatars' virtual hands changes as
they gain exposure to virtual reality. We conducted an experiment using a two-alternative …

Virtual reality genres: Comparing preferences in immersive experiences and games

M Foxman, AP Leith, D Beyea, B Klebig… - Extended Abstracts of …, 2020 - dl.acm.org
Even though virtual reality (VR) shares features with video games, it offers a wider range of
experiences. There is currently no cohesive classification for commercial VR offerings. As a …