A study of cybersickness and sensory conflict theory using a motion-coupled virtual reality system
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Immersive VR may increase sensory conflicts and cybersickness unless the simulation is very sophisticated and provides synchronized visual-vestibular cues.
“However, this would necessitate the use of immersive VR (with the VR headset), which may increase sensory conflicts and, therefore, cybersickness, unless the simulation is very sophisticated and provides synchronized visual–vestibular cues [12,24].”
From A Pilot Study to Assess Visual Vertigo in People with Persistent Postural–Perceptual Dizziness with a New Computer-Based Tool (2023) · cites this paper as [24]
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- Authors
- Ng, A. K. T., Chan, L. K. Y., & Lau, H. Y. K.
- Affiliations
- University of Hong Kong (HK)
- Corresponding author
- Ng, Adrian K.T.
- Venue
- Displays
- Publisher
- Elsevier BV
- Published
- 2020-01
- Volume
- 61
- Pages
- 101922
- ISSN
- 0141-9382 (ISSN-L)
- OpenAlex
- W2971793399
- Cited by
- 116
- References
- 39
- Citations by year
- 2026: 13 · 2025: 19 · 2024: 19 · 2023: 15 · 2022: 10 · 2021: 16 · 2020: 23 · 2019: 1
- FWCI
- 11.23
- Type
- journal article
- Language
- en
- Open access
- closed
- Locations
- Displays (publishedVersion)
- Funders
- University Grants Committee
- Topics
- Physical Sciences › Computer Science › Human-Computer Interaction › Virtual Reality Applications and Impacts
- Physical Sciences › Engineering › Media Technology › Advanced Optical Imaging Technologies
- Life Sciences › Neuroscience › Neurology › Vestibular and auditory disorders
- Keywords
- cybersickness, sensory conflict theory, virtual reality motion sickness, vestibular cues, head-mounted displays, motion platform, user comfort
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