cybersickness

Psychology Simulator sickness, cyber side effects A constellation of clinical findings that may affect those subjected to ‘total immersion’ virtual reality (VR), in which external audio, visual, and possibly also tactile sensation—when using a ‘virtual glove’—are replaced by computer-generated information.
Sexology The term has also been used to described the plethora of ‘sick’ and predatory activities, including cyber stalking, that occur over the Internet for which there is no universally accepted alternative

cybersickness

Simulator sickness, cyber side effects A constellation of findings that may affect those subjected to 'total immersion' virtual reality–VR, in which external audio, visual, possibly–when using a 'virtual glove' also tactile sensation, are replaced by computer-generated information Clinical Autonomic Sx–eg, cold sweats, N&V, motion sickness occurring while 'plugged in' to VR devices, post-session residua in the form of altered perceptions and flashbacks. See Porn addiction.
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In a recent study, the researchers found they could predict whether an individual will experience cybersickness (motion sickness caused by virtual reality) by how much they sway in response to a moving visual field.
The researchers, from the University of Waterloo, believe that this knowledge will help them to develop counteractions to cybersickness. Cybersickness involves nausea and discomfort that can last for hours after participating in VR applications, which have become prevalent in gaming, skills training and clinical rehabilitation.
Assim, visando contornar essa limitacao, o presente estudo teve como objetivos: (a) avaliar os efeitos de um programa de intervencao no medo e na fobia de dirigir, que incluiu a exposicao a cenarios de transito por meio de um simulador de RV de veiculo automotivo, e a avaliacao funcional de comportamentos (analise funcional descritiva); (b) avaliar a capacidade de o simulador gerar senso de presenca e ansiedade em participantes com medo de dirigir; e (c) avaliar o mal-estar produzido pela exposicao a RV (cybersickness) por meio do simulador.
Where producers discuss quality of experience for flat video with terms like abandonment rate, in the VR world it's cybersickness or nausea, which presumably generates a much stronger antipathy toward your company or brand than does a pre-roll ad.
"A Discussion of Cybersickness in Virtual Environment", SIGCHI Bulletin, Vol.32, No.1, pp.47-56.
The IVE should be useful, usable, and acceptable, provide a high level of presence, immersion, and flow, and cause little cybersickness. This led us to propose holistic model of the UX in IVE that considers the multiple components of the UX.
In particular, perceptual evidence from cognitive sciences and neurosciences has to be considered during the design of HCI systems in order to decrease visual fatigue and cybersickness and to lead to natural HCI in virtual and augmented reality (VR/AR) environments.
Svec, a psychologist who writes for health and wellness websites, explains the science behind balance and balance issues like motion sickness, persistent postural-perceptual dizziness, and cybersickness. She also discusses the vestibular system, the role of vision and eye movements, proprioception, sensory illusions, the effects of sound, the effects of alcohol and other drugs, virtual reality, kinesiology and body mechanics, and fall prevention for older people.
Comparing the onset of cybersickness using the Oculus Rift and two virtual roller coasters.
And now we have the most modern form of this age-old condition - cybersickness or digital motion sickness.
SCIENTISTS in Coventry believe they have discovered why mobile phone users can often feel queasy while on their devices after diagnosing 'cybersickness' Researchers believe the condition is a digital version of motion sickness and is experienced when people scroll through apps or web pages on their phones.