Skip to main content
 
Card 2: Virtual Reality Sickness
Description

Virtual Reality Sickness can happen while someone is experiencing a virtual environment, causing symptoms similar to motion sickness. Ways to mitigate these effects include improving latency and frame rate, and modifying user interface design.

Category:
Research

Related Cards

(11) Virtual Reality
(80) XR Accessibility
(52) Spatial Perception in VR
(26) Room-Scale VR
(67) 3 Degrees of Freedom
(91) Alternative Physics in VR

Selected Articles of Interest

Gavgani, A. M., Walker, F. R., Hodgson, D. M., & Nalivaiko, E. (2018). “A comparative study of cybersickness during exposure to virtual reality and ‘classic’ motion sickness: Are they different?” Journal of Applied Physiology, 125(6), 1670-1680. doi:10.1152/japplphysiol.00338.2018

Jin, W., Fan, J., Gromala, D., & Pasquier, P. (2018). “Automatic prediction of cybersickness for virtual reality games.” Paper presented at the 2018 IEEE Games, Entertainment, Media Conference, GEM 2018, 382-389. doi:10.1109/GEM.2018.8516469 Retrieved from www.scopus.com

Somrak, A., Humar, I., Hossain, M. S., Alhamid, M. F., Hossain, M. A., & Guna, J. (2019). “Estimating VR sickness and user experience using different HMD technologies: An evaluation study.” Future Generation Computer Systems, 94, 302-316. doi:10.1016/j.future.2018.11.041

Weech, S., Varghese, J. P., & Barnett-Cowan, M. (2018). “Estimating the sensorimotor components of cybersickness.” Journal of Neurophysiology, 120(5), 2201-2217. doi:10.1152/jn.00477.2018

Keywords/Medical Subject Headings (MeSH)

Search PubMed:
Motion sickness [MeSH]
User-Computer Interface [MeSH]
Neural Networks (Computer) [MeSH]

Search Scopus:
Cybersickness
VR sickness

Print your own copy of this card

Card 2: Virtual Reality Sickness