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Titlebook: Getting Rid of Cybersickness; In Virtual Reality, Andras Kemeny,Jean-Rémy Chardonnet,Florent Colombe Book 2020 The Editor(s) (if applicabl

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书目名称Getting Rid of Cybersickness
副标题In Virtual Reality,
编辑Andras Kemeny,Jean-Rémy Chardonnet,Florent Colombe
视频video
概述Explores the underlying causes of cybersickness, based the latest scientific literature.Provides software and hardware solutions to remove or reduce cybersickness.Offers practical recommendations for
图书封面Titlebook: Getting Rid of Cybersickness; In Virtual Reality,  Andras Kemeny,Jean-Rémy Chardonnet,Florent Colombe Book 2020 The Editor(s) (if applicabl
描述This book provides a concise overview of VR systems and their cybersickness effects, giving a description of possible reasons and existing solutions to reduce or avoid them. Moreover, the book explores the impact that understanding how efficiently our brains are producing a coherent and rich representation of the perceived outside world would have on helping VR technics to be more efficient and friendly to use..Getting Rid of Cybersickness. will help readers to understand the underlying technics and social stakes involved, from engineering design to autonomous vehicle motion sickness to video games, with the hope of providing an insight of VR sickness induced by the emerging immersive technologies. This book will therefore be of interest to academics, researchers and designers within the field of VR, as well as industrial users of VR and driving simulators..
出版日期Book 2020
关键词Cybersickness; Virtual Reality; Augmented Reality; Simulators; Simulator Sickness; Motion Sickness; VR; AR;
版次1
doihttps://doi.org/10.1007/978-3-030-59342-1
isbn_softcover978-3-030-59344-5
isbn_ebook978-3-030-59342-1
copyrightThe Editor(s) (if applicable) and The Author(s), under exclusive license to Springer Nature Switzerl
The information of publication is updating

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Reducing Cybersickness,m. When producing physical, galvanic, or auditory stimuli is impossible, too costly or impacting user performance other travel techniques are proposed in this chapter, such as employing rendering effects under perceivable thresholds for the user. Furthermore, some recently proposed new technique are
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Applications,Loop (VIL) simulation merges AR with real driving, and collaborative working employ increasingly realistic avatars interacting with each other. A last, new domain is the use of VR techniques to compensate foreseen motion sickness effects to be experienced in autonomous vehicles, which is another exa
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Conclusion,virtual rooms (CAVE), Head-Mounted Display (HMD) helmets and simulators, and the various countermeasures—especially in VR, as AR technology is less subject to these effects—to help the readers use their installations efficiently. Following a short overview of user domains, which absorb an increasing
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ive technologies. This book will therefore be of interest to academics, researchers and designers within the field of VR, as well as industrial users of VR and driving simulators..978-3-030-59344-5978-3-030-59342-1
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Grundlagen der Betriebswirtschaftslehre Treadmills allow to extend natural walking. High-performance motion rendering systems include 6-axis and/or linear actuators, reproducing human motion perception and avoiding visuo-vestibular conflicts. Tilt coordination—a motion rendering technique for sustained accelerations, based on the gravito
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