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Getting Rid of Cybersickness [electronic resource] : In Virtual Reality, Augmented Reality, and Simulators /

By: Contributor(s): Material type: TextTextPublisher: Cham : Springer International Publishing : Imprint: Springer, 2020Edition: 1st ed. 2020Description: XII, 148 p. 45 illus., 39 illus. in color. online resourceContent type:
  • text
Media type:
  • computer
Carrier type:
  • online resource
ISBN:
  • 9783030593421
Subject(s): Additional physical formats: Printed edition:: No title; Printed edition:: No title; Printed edition:: No titleDDC classification:
  • 006.6 23
LOC classification:
  • T385
Online resources:
Contents:
Introduction -- Self-Motion Perception and Cyersickness -- Visualization and Motion Systems -- Reducing Cybersickness -- Applications -- Conclusion.
In: Springer Nature eBookSummary: 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.
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Introduction -- Self-Motion Perception and Cyersickness -- Visualization and Motion Systems -- Reducing Cybersickness -- Applications -- Conclusion.

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.

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