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Virtual reality sickness

Index Virtual reality sickness

Virtual reality sickness occurs when exposure to a virtual environment causes symptoms that are similar to motion sickness symptoms. [1]

16 relations: Balance disorder, Eye strain, Field dependence, Field of view, Field of view in video games, Flight simulator, Illusions of self-motion, Mental rotation, Motion sickness, Oculomotor nerve, Proprioception, Refresh rate, Simulator sickness, Vestibular system, Virtual reality, Weightlessness.

Balance disorder

A balance disorder is a disturbance that causes an individual to feel unsteady, for example when standing or walking.

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Eye strain

Eye strain, also known as asthenopia (from Greek asthen-opia, ἀσθεν-ωπία, "weak-eye-condition"), is an eye condition that manifests through nonspecific symptoms such as fatigue, pain in or around the eyes, blurred vision, headache, and occasional double vision.

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Field dependence

Field dependence is a concept in the field of cognitive styles.

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Field of view

The field of view is the extent of the observable world that is seen at any given moment.

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Field of view in video games

In first person video games, the field of view or field of vision (abbreviated FOV) is the extent of the observable game world that is seen on the display at any given moment.

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Flight simulator

A flight simulator is a device that artificially re-creates aircraft flight and the environment in which it flies, for pilot training, design, or other purposes.

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Illusions of self-motion

Illusions of self-motion refers to a phenomenon that occurs when someone feels like their body is moving when no movement is taking place.

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Mental rotation

Mental rotation is the ability to rotate mental representations of two-dimensional and three-dimensional objects as it is related to the visual representation of such rotation within the human mind.

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Motion sickness

Motion sickness is a condition in which a disagreement exists between visually perceived movement and the vestibular system's sense of movement.

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Oculomotor nerve

The oculomotor nerve is the third cranial nerve.

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Proprioception

Proprioception, from Latin proprius, meaning "one's own", "individual", and capio, capere, to take or grasp, is the sense of the relative position of one's own parts of the body and strength of effort being employed in movement.

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Refresh rate

The refresh rate (most commonly the "vertical refresh rate", "vertical scan rate" for cathode ray tubes) is the number of times in a second that a display hardware updates its buffer.

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Simulator sickness

Simulator sickness is a subset of motion sickness that is typically experienced by pilots who undergo training for extended periods of time in flight simulators.

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Vestibular system

The vestibular system, in most mammals, is the sensory system that provides the leading contribution to the sense of balance and spatial orientation for the purpose of coordinating movement with balance. Together with the cochlea, a part of the auditory system, it constitutes the labyrinth of the inner ear in most mammals.

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Virtual reality

Virtual reality (VR) is an interactive computer-generated experience taking place within a simulated environment, that incorporates mainly auditory and visual, but also other types of sensory feedback like haptic.

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Weightlessness

Weightlessness, or an absence of weight, is an absence of stress and strain resulting from externally applied mechanical contact-forces, typically normal forces (from floors, seats, beds, scales, etc.). Counterintuitively, a uniform gravitational field does not by itself cause stress or strain, and a body in free fall in such an environment experiences no g-force acceleration and feels weightless.

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Redirects here:

Cybersickness.

References

[1] https://en.wikipedia.org/wiki/Virtual_reality_sickness

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