共 50 条
[41]
What Distinguishes a Traditional Gaming Experience from One in Virtual Reality? An Exploratory Study
[J].
ADVANCES IN HUMAN FACTORS IN WEARABLE TECHNOLOGIES AND GAME DESIGN (AHFE 2017),
2018, 608
:225-231
[44]
Effects of within-day intervals on adaptation to visually induced motion sickness in a virtual-reality motorcycling simulator
[J].
SCIENTIFIC REPORTS,
2024, 14 (01)
[45]
Simulator sickness incidence and susceptibility during neck motion-controlled virtual reality tasks
[J].
Virtual Reality,
2015, 19
:267-275
[46]
OnVehicleVR: Mitigating Sickness in On-Vehicle Virtual Reality by Mixing in Synchronized Vehicle Motion Information
[J].
IEEE ACCESS,
2024, 12
:148374-148386
[47]
Cybersickness Lies in the Eye of the Observer - Pupil Diameter as a Potential Indicator of Motion Sickness in Virtual Reality?
[J].
2024 IEEE CONFERENCE ON VIRTUAL REALITY AND 3D USER INTERFACES ABSTRACTS AND WORKSHOPS, VRW 2024,
2024,
:815-816
[48]
Effect of Head-Mounted Display Virtual Reality with Visual Intervention on Motion Sickness Symptoms
[J].
NASE MORE,
2024, 71 (02)
:66-74
[50]
Motion Balance Ability Detection Based on Video Analysis in Virtual Reality Environment
[J].
IEEE ACCESS,
2020, 8
:157602-157616