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Andras Kemeny,Jean-Remy Chardonnet,Florent Colombet

Getting Rid of Cybersickness: In Virtual Reality, Augmented Reality, and Simulators

Getting Rid of Cybersickness: In Virtual Reality, Augmented Reality, and Simulators

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  • More about Getting Rid of Cybersickness: In Virtual Reality, Augmented Reality, and Simulators

This book provides an overview of VR systems and their cybersickness effects, exploring reasons and solutions to reduce or avoid them. It also examines the impact of understanding brain function on VR technology, aiming to make it more efficient and user-friendly. It is of interest to academics, researchers, and designers in the field of VR, as well as industrial users of VR and driving simulators.

Format: Paperback / softback
Length: 148 pages
Publication date: 21 October 2021
Publisher: Springer Nature Switzerland AG


Getting Rid of Cybersickness


This comprehensive book offers a concise yet thorough exploration of virtual reality (VR) systems and their associated cybersickness effects. It provides a comprehensive overview of potential reasons behind cybersickness and presents existing solutions aimed at reducing or avoiding it. Furthermore, the book delves into the profound impact of understanding how our brains efficiently create a coherent and rich representation of the perceived external world on the development of more efficient and user-friendly VR technologies.

By delving into the technical intricacies and societal implications of VR, this book aims to provide readers with a comprehensive understanding of the field. It covers a wide range of topics, including engineering design, autonomous vehicle motion sickness, and the impact of VR on video games. The book seeks to provide insights into VR sickness induced by emerging immersive technologies, making it valuable for academics, researchers, and designers in the VR industry, as well as industrial users of VR and driving simulators.

Through its comprehensive coverage and insightful analysis, this book aims to empower readers with the knowledge and tools necessary to navigate the complexities of VR and develop technologies that are more comfortable, immersive, and accessible to a wider audience.

Weight: 256g
Dimension: 235 x 155 (mm)
ISBN-13: 9783030593445
Edition number: 1st ed. 2020

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