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Assessing the Feasibility and Acceptability of Virtual Reality for Remote Group-Mediated Physical Activity in Older Adults: Pilot Randomized Controlled Trial

Assessing the Feasibility and Acceptability of Virtual Reality for Remote Group-Mediated Physical Activity in Older Adults: Pilot Randomized Controlled Trial

Reference 40: Virtual reality experience: immersion, sense of presence, and cybersickness A systematic literature review of fully-immersive virtual reality and cybersickness among older adultscybersickness

Kyle Kershner, David Morton, Justin Robison, Kindia Williams N'dah, Jason Fanning

JMIR Form Res 2024;8:e53156

Immersive Virtual Reality–Based Methods for Assessing Executive Functioning: Systematic Review

Immersive Virtual Reality–Based Methods for Assessing Executive Functioning: Systematic Review

Despite their increased engagement, VR paradigms have the potential to induce cybersickness, which can threaten the validity of the paradigm. Cybersickness (ie, dizziness and vertigo) is akin to motion sickness but occurs in response to exposure to VR [47]. Previous research suggests that there is a negative relationship between cybersickness and cognitive abilities. For example, Nalivaiko et al [47] found that reaction times were moderately correlated (r=0.5; P=.006) with subjective ratings of nausea.

Rebecca Kirkham, Lars Kooijman, Lucy Albertella, Dan Myles, Murat Yücel, Kristian Rotaru

JMIR Serious Games 2024;12:e50282

Adverse Effects of Virtual and Augmented Reality Interventions in Psychiatry: Systematic Review

Adverse Effects of Virtual and Augmented Reality Interventions in Psychiatry: Systematic Review

These unpleasant physical symptoms experienced are often referred to as “cybersickness,” which is found to be negatively correlated with the subjective experience of “presence” in the virtual environment [15]. VR interventions can also induce dissociative symptoms [16], including perceived disconnection from the self (depersonalization) and the environment (derealization).

Robert M Lundin, Yuhern Yeap, David B Menkes

JMIR Ment Health 2023;10:e43240

Effects of Cybersickness Caused by Head-Mounted Display–Based Virtual Reality on Physiological Responses: Cross-sectional Study

Effects of Cybersickness Caused by Head-Mounted Display–Based Virtual Reality on Physiological Responses: Cross-sectional Study

Although more people are experiencing cybersickness due to the popularization of VR, no official standard for the cause and reduction of cybersickness exists to date. One of the main reasons is that an objective method to assess cybersickness has not been established. Vomiting has been used as a diagnostic criterion for motion sickness because it is difficult to assess other symptoms quantitatively [17].

Yoon Sang Kim, JuHye Won, Seong-Wook Jang, Junho Ko

JMIR Serious Games 2022;10(4):e37938

Cybersickness Variability by Race: Findings From 6 Studies and a Mini Meta-analysis

Cybersickness Variability by Race: Findings From 6 Studies and a Mini Meta-analysis

Moreover, cybersickness, although related to motion sickness and simulator sickness, is a distinct phenomenon, with disorientation being more common and oculomotor symptoms being less common [38]. Given these differences between motion sickness and cybersickness, racial variability in cybersickness warrants investigation.

Alison Jane Martingano, Ellenor Brown, Sydney H Telaak, Alexander P Dolwick, Susan Persky

J Med Internet Res 2022;24(6):e36843

Effects of Full Body Exergaming in Virtual Reality on Cardiovascular and Muscular Parameters: Cross-Sectional Experiment

Effects of Full Body Exergaming in Virtual Reality on Cardiovascular and Muscular Parameters: Cross-Sectional Experiment

The Simulator Sickness Questionnaire (SSQ) was used to assess perceived motion sickness and cybersickness symptoms during the flights. Enjoyment of the flight sessions was measured using the Physical Activity Enjoyment Scale (PACES). Results are based on the mean average of the 16-item modified version of the questionnaire ranging from a scale of 1 (strongly disagree) to 5 (strongly agree). A high score indicates a high level of physical activity enjoyment [33].

Boris Feodoroff, Ippokratis Konstantinidis, Ingo Froböse

JMIR Serious Games 2019;7(3):e12324