A comparative study of cybersickness during exposure to virtual reality and “classic” motion sickness: are they different?
Ambient sensor fusion for virtual reality systems
Changing skills in changing environments: skills needed in virtual construction teams
Clinical and physiological characteristics of cybersickness
Consideration of using virtual reality for teaching neonatal resuscitation to midwifery students
Creating high dynamic range spherical panorama images for high fidelity 360 degree virtual reality
Cybersickness-related changes in brain hemodynamics: a pilot study comparing transcranial Doppler and near-infrared spectroscopy assessments during a virtual ride on a roller coaster
Future training - simulations, virtual reality, serious games and augmented reality
Immersed in the future: a roadmap of existing and emerging technology for career exploration
Inclusive design in a virtual world serious game to improve adult literacy: problems, possibilities and tensions
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