Cited by 20Virtual Reality Applications and ImpactsAdvanced Optical Imaging TechnologiesVestibular and auditory disorders

Novel Neurodigital Interface Reduces Motion Sickness in Virtual Reality

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Dopsaj, Milivoj, Tan, Wilhelmina, Perovic, Vladimir, Stajic, Zoran, Milosavljevic, Nemanja, Paessler, Slobodan, Makishima, Tomoko·2024·Neuroscience Letters

Abstract

Virtual reality (VR) is a computer-created 3D environment with a focus on realistic scenes and pictures created for entertainment, medical and/or educational and training purposes. One of the major side effects of VR immersion reported in the scientific literature, media and social media is Visually Induced Motion Sickness (VIMS), with clinical symptoms such as disorientation, nausea, and oculomotor discomfort. VIMS is mostly caused by the discrepancy between the visual and vestibular systems and can lead to dizziness, nausea, and disorientation. In this study, we present one potential novel solution to combat motion sickness in VR, showcasing a significant reduction of nausea in VR users employing the META Quest 2 headsets in conjunction with a whole-body controller. Using a neurodigital approach, we facilitate a more immersive and comfortable VR experience. Our findings indicate a marked reduction in VR-induced nausea, paving the way to promote VR technology for broader applications across various fields.

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Crossref · 10.1016/j.neulet.2024.137692

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  • VR exposure may cause sensory overload, especially in susceptible individuals such as critically ill patients, where it might exacerbate their already enhanced sensory processing sensitivity.

    “VR exposure may cause sensory overload [106,107], especially in susceptible individuals such as critically ill patients, where it might exacerbate their already enhanced sensory processing sensitivity [108].”

    From SAFEvR MentalVeRse.app: Development of a Free Immersive Virtual Reality Exposure Therapy for Acrophobia and Claustrophobia (2024) · cites this paper as [108]

    The Introduction describes sensory conflict during VR and identifies users susceptible to VR-induced motion sickness. But the cited portion concerns critically ill patients and heightened sensory processing sensitivity; the paper does not address either, and its Subjects section describes healthy adult volunteers. (LLM, conf=0.84)

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Research works printed but not linked: 1

  1. B.D. Lawson, Cybersickness susceptibility, ACM SIGCHI Conference on Human Factors in Computing Systems 10 (1145) (2014) 327-336.

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Authors
Dopsaj, M., Tan, W., Perovic, V., Stajic, Z., Milosavljevic, N., Paessler, S., & Makishima, T.
Affiliations
  • University of Belgrade (RS)
  • The University of Texas Medical Branch at Galveston (US)
Corresponding author
Paessler, Slobodan
Venue
Neuroscience Letters
Publisher
Elsevier BV
Published
2024-03
Volume
825
Pages
137692
ISSN
0304-3940 (ISSN-L)
OpenAlex
W4391924352
Cited by
20
References
28
Citations by year
2026: 3 · 2025: 12 · 2024: 5
FWCI
5.95
Type
journal article
Language
en
Open access
Locations
  • Neuroscience Letters (publishedVersion, cc-by)
  • Research Square (acceptedVersion, cc-by)
  • PubMed (publishedVersion)
  • VinaR (Institute of Nuclear Sciences "Vinča") (submittedVersion, cc-by)
Funders
Ministarstvo Prosvete, Nauke i Tehnološkog Razvoja
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
virtual reality, visually induced motion sickness, nausea, Meta Quest 2, visual-vestibular mismatch, dizziness
MeSH terms
Virtual Reality, Confusion, Dizziness, Humans, Motion Sickness, Nausea, User-Computer Interface

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