Corrigendum: Design guidelines for limiting and eliminating virtual reality-induced symptoms and effects at work: a comprehensive, factor-oriented review
- 1Heudiasyc UMR 7253, Alliance Sorbonne Université, Université de Technologie de Compiègne, CNRS, Compiègne, France
- 2Institute for Creative Technologies, University of Southern California, Los Angeles, CA, United States
- 3IFSTTAR, University Gustave Eiffel and University of Paris, Paris, France
- 4Department of Psychology, University of Central Florida, Orlando, FL, United States
Virtual reality (VR) can induce side effects known as virtual reality-induced symptoms and effects (VRISE). To address this concern, we identify a literature-based listing of these factors thought to influence VRISE with a focus on office work use. Using those, we recommend guidelines for VRISE amelioration intended for virtual environment creators and users. We identify five VRISE risks, focusing on short-term symptoms with their short-term effects. Three overall factor categories are considered: individual, hardware, and software. Over 90 factors may influence VRISE frequency and severity. We identify guidelines for each factor to help reduce VR side effects. To better reflect our confidence in those guidelines, we graded each with a level of evidence rating. Common factors occasionally influence different forms of VRISE. This can lead to confusion in the literature. General guidelines for using VR at work involve worker adaptation, such as limiting immersion times to between 20 and 30 min. These regimens involve taking regular breaks. Extra care is required for workers with special needs, neurodiversity, and gerontechnological concerns. In addition to following our guidelines, stakeholders should be aware that current head-mounted displays and virtual environments can continue to induce VRISE. While no single existing method fully alleviates VRISE, workers' health and safety must be monitored and safeguarded when VR is used at work.
1. Introduction
The COVID-19 pandemic conditions have accelerated the democratization of itinerant and remote work (Gajendran et al., 2021), making virtual reality (VR) an attractive alternative to support remote and collaborative office work (Ofek et al., 2020) and fostering the potential for its mass adoption (Grubert et al., 2018; Fereydooni and Walker, 2020; Knierim and Schmidt, 2020). While the potential benefits of VR have been widely reported in the literature, several authors (Keller and Colucci, 1998; Stanney et al., 1998; Sharples et al., 2008; Melzer et al., 2009; Fuchs, 2017, 2018; Souchet, 2020; Anses, 2021; Grassini and Laumann, 2021; Souchet et al., 2022) have stressed the necessity to address potential health and safety-related side effects of VR exposure. We focus specifically on office work use of VR.
Many terms have referred to such adversarial effects in the literature, most notably “cybersickness,” “VR sickness,” or “Simulator sickness.” In this study, we adopt the terms virtual reality-induced symptoms and effects (VRISE) introduced by Cobb et al. (1999) as it elicits a complete picture of the variety of VR side effects. VRISE initially encompasses cybersickness, postural instability, and other effects on psychomotor control, perceptual judgment, concentration, stress, and physical ergonomics (Cobb et al., 1999; Nichols, 1999; Nichols and Patel, 2002). Besides cybersickness, which is the most documented VRISE, the literature highlights four other undesired deleterious effects: visual fatigue, muscle fatigue, musculoskeletal discomfort, acute Stress, and mental overload. We propose to distinguish between cybersickness and visual fatigue. Indeed, cybersickness mostly refers to visually induced motion sickness that negatively impacts oculomotor function (Wang Y. et al., 2019). However, visual fatigue can occur without visually induced motion sickness (Souchet et al., 2022). Additionally, to health and safety concerns, the occurrence of VRISE can also induce a negative user experience (Somrak et al., 2019; Lavoie et al., 2020) and drastically impair performance in the task. For recent reviews of and in-depth discussions of VRISE, see, e.g., Ref Stanney et al. (2020b, 2021b), Howard and Van Zandt (2021), and Souchet et al. (2022).
Despite continuous improvements in the related technologies and the most recent innovations, the literature still provides evidence of VRISE with simulators and virtual environments. For example, Saredakis et al. (2020) found a mean dropout rate of 15.6% (min = 0%, max. = 100%) based on data reported in 44 empirical studies from the 55 selected for their systematic review of cybersickness and VR content impact with a head-mounted display (HMD). More generally, according to Stanney et al. (2021a) some side effects could be experienced even by more than 80% of VR users.
The research on VRISE has revealed that deleterious responses of users to virtual environment (VE) exposure vary widely depending on several factors, among which are the characteristics and capabilities of the users, the system (hardware/software) characteristics, and the implemented tasks to be performed with the VE. Unfortunately, no complete and holistic approaches to these different VRISE-related factors to be considered at the design and evaluation stages of VE development have been provided as far as we know. The literature provides some lists of factors specific to one single VRISE [e.g., for cybersickness, see Davis et al. (2014), LaViola et al. (2017)] or reports on a specific subset of factors that can influence VRISE. The latter include, for example, the visual fatigue caused by stereoscopy (Bando et al., 2012), cybersickness (Mittelstaedt, 2020; Howard and Van Zandt, 2021; Rebenitsch and Owen, 2021), and a panoply of other VRISE issues that could arise with VR usage (Chen et al., 2021). Factors are described, however, at various degrees of detail and completeness with no systematic wording consistency. Further limitations include that it is not always clear whether the claimed factors are grounded on empirical evidence, nor if they were identified in a VR context (Stanney et al., 2020b, 2021b; Howard and Van Zandt, 2021; Souchet et al., 2022). Further shortcomings in the current literature are related to the confounding effects of VRISE on other psychophysiological effects or among them, as recently emphasized (Kourtesis et al., 2019). One VRISE could influence another, but very few direct experimental proofs allow us to appreciate the magnitude of those influences (Alsuraykh et al., 2019; Mittelstaedt, 2020; Sepich et al., 2022; Souchet et al., 2022).
Developing the use of VR at work can result in increased exposure of the population to these multiple side effects and their impact on workers' health and safety (LaViola et al., 2017; Fuchs, 2018; Khakurel et al., 2018; Çöltekin et al., 2020; Olson et al., 2020; Anses, 2021; Ens et al., 2021). Such risks were featured in the European Agency for Safety and Health at Work warning (EU-OSHA, 2019). Thus, it is critical to examine and organize the current knowledge on the whole set of potential VRISE relevant to using VR in a work context. This knowledge includes evidence associated with the various factors involved in VRISE occurrence (e.g., individual, contextual, or technological) and design resources and solutions susceptible to avoiding these effects or at least decreasing their impact and likelihood. In particular, design guidelines and principles provide essential resources. They can be combined with and integrated with all user-centered design processes. Design guidelines and principles have an extended history in human–computer interaction to support user interface decisions, e.g., Smith and Mosier (1986). Design decisions take advantage of extant practical experiences, results from user studies, and applicable experimental findings to promote application consistency. As technology develops, such guidelines have been adapted for or explicitly defined in VR (Gabbard et al., 1999; Stanney et al., 2003b, 2021a; Burkhardt et al., 2006). Particular devices and/or their components have driven guidelines regarding VR dimensions such as haptics (Hale and Stanney, 2004), 3D interaction (LaViola et al., 2017), or HMD's application in general (Vi et al., 2019). Guidelines for domain-specific applications or user profiles such as a therapist user interface (Brinkman et al., 2010), VR games (Desurvire and Kreminski, 2018), VR in human neuroscience (Kourtesis et al., 2019, 2020), and psychology (Vasser and Aru, 2020) or assessments of elderly users (Shamsuddin et al., 2011) have also been proposed. However, existing works provide only a limited and restricted consideration of VRISE directly (Souchet et al., 2022).
In a previous contribution (Souchet et al., 2022), we focused on defining the current state of the art regarding VRISE, emphasizing theoretical aspects and merging existing literature to provide a list of factors believed to influence VRISE. Following this previous publication, this study aimed to report on and organize a comprehensive review of published design guidelines associated with the five short-term VRISE cybersickness (CYB), visual fatigue (VF), muscular fatigue (MF), acute stress (S), and mental overload (MO), focusing on workers and vocational contexts. To assure that our guidelines are practical, we sought to consider typical tasks that office workers would usually undertake using a PC, but in our case using VR. In addition, we want to organize this review so that it is easy to use and apply by researchers, designers, and work professionals. For that purpose, we have ordered existing knowledge by VRISE, type of factors, and potential factors that may impact VRISE. Assessing VRISE factors can further help identify and establish how users, apparatus, and virtual environments each contribute to VRISE occurrence.
Our study is organized as follows. First, we describe the general method we employed to select articles or written descriptions of each identified factor. Second, a concise definition, symptomology, and prevalence description are distilled for each VRISE. We have based these on existing reviews, systematic syntheses, and meta-analyses. Third, within each VRISE presentation, we point to Tables describing each factor, and guideline, distinguished by three characteristics: (1) individual, (2) hardware, and (3) software. Fourth, within each VRISE presentation, we promulgate general guidelines according to our presented synthesis of existing knowledge. Fifth, we discuss our summated results and explore their advantages and limitations. Sixth, tables that assemble and present descriptions and guidelines by factors regarding each short-term VRISE are displayed.
2. Methods
We conducted a literature search on journal and conference papers related to the five VRISE and published between January 2016 and mid-2021 partially (Primary Elements 5, 6, and 7 are not applied) applying the comprehensive review methodology stated in Ref (Stratton, 2016). The start date was selected because it corresponds to Oculus CV1's commercial release, delineating the moment when HMDs become more widely accessible for laboratories and other facilities and the public. Thus, it allows a targeted overview of contributions incorporating new-generation HMDs. HMDs are not the only devices allowing access to VR content (e.g., cave automatic virtual environment), but we focus on HMDs in the current review.
The review included the following search terms: (“Virtual Reality”) AND (“cybersickness” OR “visually induced motion sickness” OR “visual fatigue” OR “eyestrain” OR “muscle fatigue” OR “musculoskeletal discomfort” OR “stress” OR “acute stress” OR “cognitive load” OR “mental workload”) AND work AND (“meta-analysis” OR “systematic” OR “review”). This search was carried out on August 2021 on Scopus and Google Scholar.1
A first selection occurred based on titles and abstracts: We excluded those that did not refer to any of the five VRISE. Journal, conferences articles, and book chapters were included in this review if they were complete (i.e., includes a full paper, not just an abstract); the text was in English or French; the data were obtained from adults participants; the experimental tasks mainly were matching office-like tasks (text entry, document editing, reading, proofreading, gathering and processing data, creating graphs and data visualization (e.g., maps, plots), exploring and visually analyzing data, viewing several media (texts, images, videos, 3D objects), creating presentation materials, conducting meetings (public speaking), collaborating with other users in a shared VR environment. Additional papers anterior to 2016 were manually searched when no available review or meta-analysis was found regarding a VRISE or its related factors.
For each VRISE, we identified factors reported as associated with their occurrence and the proposed guidelines when provided. The definition and summary of the theories underlying the occurrence of each VRISE were made based on the most recent reviews or meta-analyses. Within each VRISE, we classified factors and guidelines into three (1) individual, (2) hardware, and (3) software, following LaViola (2000).
To better reflect our confidence in those guidelines, we graded each with a level of evidence based on Ackley et al. (2008) initially developed to assess nursing care evidences. Common factors occasionally influence different forms of VRISE. Hence, in those cases, crossing all VRISE can be important to envision what should be done to mitigate them.
As all empirical studies did not necessarily report guidelines, we translated the reported results as guidelines when it was the case. Hence, those guidelines are interpretations by the authors.
3. Results
3.1. Cybersickness
3.1.1. Definition
Cybersickness has been defined as “an uncomfortable side effect experienced by users of immersive interfaces commonly used for Virtual Reality. It is associated with symptoms such as nausea, postural instability, disorientation, headaches, eyestrain, and tiredness” (Lavoie et al., 2020).
3.1.2. Prevalence
Stanney et al. (2020b) have reported that at least one-third of users will experience cybersickness, with 5% of these participants presenting severe symptoms while using current HMDs generation, prevalence being almost necessarily contingent upon the technological state of the art (Somrak et al., 2019).
3.1.3. Theoretical grounding
The sensory cue conflict proposition is widely accepted compared with competing theories (Lee and Choo, 2013; Stanney et al., 2020b). According to sensory cue conflict, cybersickness appears to occur because of visual–vestibular–proprioceptive conflicts (Roesler and McGaugh, 2019; Staresina and Wimber, 2019; Wong et al., 2019; Hirschle et al., 2020; Klier et al., 2020; Saredakis et al., 2020; Stanney et al., 2020b; Grassini and Laumann, 2021; Howard and Van Zandt, 2021). These inconsistencies are also called sensorimotor conflicts. However, the ecological theory (postural instability) also relies on extensive experimental results (Theorell et al., 2015; Aronsson et al., 2017; Stanney et al., 2020b). According to the ecological theory, humans primarily try to maintain postural stability. Hence, motion sickness expands with postural instability due to the novel environment and motion cues (Stanney et al., 2020b). Therefore, the cue conflict theory defends inconsistencies between perception systems, while the ecological theory defends postural instability, provoking motion sickness.
3.1.4. Guidelines considering cybersickness factors
Rebenitsch and Owen (2021) have proposed 50 factors influencing cybersickness occurrence in VR. Unfortunately, in doing so, they do not limit to this relevant literature. However, they reuse Davis et al.'s (2014) list and align with the factors that Howard and Van Zandt (2021) noted. Mittelstaedt (2020) also proposed a synthesis. We selected Rebenitsch and Owen's (2014) factors list because it postulates more factors than other comparable publications. Each table lists one type or subtype of factor that could influence cybersickness:
- Individual factors related to experience with virtual environments and users' physical attributes are given in Table 1; general demographic factors and mental attributes are listed in Table 2.
- Hardware factors relating to screen are provided in Table 3, tracking in Table 4, rendering in Table 5, and non-visual feedback in Table 6.
- Software factors relating to movement in Table 7 and appearance and stabilizing information in Table 8.
Table 1. Guidelines for possible individual factors relating to experience with virtual environments (CYB_1 to 4) and users' physical attributes (CYB_5 to 9) influencing cybersickness.
Table 2. Guidelines for possible general demographic factors (CYB_10 to 14) and mental attributes (CYB_15 to 17) influencing cybersickness.
Table 6. Guidelines for possible hardware factors relating to non-visual feedback influencing cybersickness.
Table 8. Guidelines for possible software factors relating to appearance (CYB_41 to 46) and stabilizing information (CYB_47 to 50) influencing cybersickness.
3.2. Visual fatigue
3.2.1. Definition
Visual fatigue can be defined as: “physiological strain or stress resulting from excessive exertion of the visual system” (Somrak et al., 2019). Sheppard and Wolffsohn (2018) reference the list of symptoms identified by the American Optometric Association. These include eyestrain, headache, blurred vision, dry eyes, and pain in the neck and shoulders.
3.2.2. Prevalence
Visual fatigue is already a significant issue in everyday work, with a large population at risk estimated at around 50% (Nesbitt and Nalivaiko, 2018). Close-up work on computer screens is an issue regarding dry eyes, ametropia, and accommodation or vergence mechanisms (Lackner, 2014). New-generation HMDs still continue to cause visual fatigue (Koohestani et al., 2019; Wang Y. et al., 2019; Descheneaux et al., 2020; Kemeny et al., 2020; Caserman et al., 2021; MacArthur et al., 2021) alongside visual discomfort (Lambooij and IJsselsteijn, 2009; Sheppard and Wolffsohn, 2018; Ang and Quarles, 2020; Descheneaux et al., 2020; Yildirim, 2020). HMDs seem to create higher visual fatigue than PC, tablets, or smartphones (Souchet et al., 2018; Hirota et al., 2019; Descheneaux et al., 2020; Hirzle et al., 2020). However, as HMDs could summate with other screen usages, more prolonged exposure to screens, in general, leads to increasingly negative symptoms on the visual system (Souchet et al., 2019).
3.2.3. Guidelines considering visual fatigue factors
Fourteen factors influence visual fatigue occurrence based on our update (Souchet et al., 2022) of Bando et al. (2012)'s list. Each table lists one type or subtype of factor that could influence visual fatigue:
- Individual and hardware factors influencing visual fatigue are shown in Table 9.
- Software factors influencing visual fatigue are provided in Table 10.
Table 9. Guidelines for possible individual (VF_1 to 3) and hardware (VF_4 to 7) factors influencing visual fatigue.
Factors inducing visual fatigue are not, in most cases, the central focus of peers for reducing VRISE. Therefore, further research is recommended in order to draw more precise and quantified guidelines.
3.3. Muscle fatigue and musculoskeletal discomfort
3.3.1. Definition
Muscle fatigue has been defined as an: “exercise-induced reduction in the ability of a muscle or muscle group to generate maximal force or power” (Yoon et al., 2020). Muscle fatigue frequently arises with screen work (Souchet et al., 2021).
3.3.2. Prevalence
Repetitions of excessive muscular loads can lead to musculoskeletal disorders and are the most common (almost 24% of EU workers) work-related problem in Europe (Cho et al., 2017). Neck, shoulder, forearm, and hands pain as well as upper and low back pain, prove to be the primary disorders associated with office work (Guo et al., 2017, 2019; Han J. et al., 2017; Bracq et al., 2019). Sitting while performing computer work can be associated with short-term adverse effects, such as physical discomfort (Yu X. et al., 2018). Symptoms associated with prolonged use of computers are neck and wrist pain as well as backache (Zhang et al., 2020c). Such symptoms are likely to also arise in VR. However, the majority of the associated literature concerns sports activity and is relatively less concerning office work tasks. Many experiments on muscle fatigue and/or musculoskeletal discomfort are assessed primarily using smartphones, tablets, and computer screens. Rarely do these employ HMDs, although the trend is changing.
3.3.3. Guidelines considering muscle fatigue and musculoskeletal discomfort factors
Fifteen factors have been identified (Souchet et al., 2022) as influencing muscle fatigue and musculoskeletal discomfort frequency of occurrence based on the current synthesis of existent work. Each table lists one type, or subtype, of factor that may influence muscle fatigue and musculoskeletal discomfort:
- Individual and Hardware factors influencing muscle fatigue and musculoskeletal discomfort are provided in Table 11.
- Software factors influencing muscle fatigue and musculoskeletal discomfort are described in Table 12.
Table 11. Guidelines for individual (MF_1 and 2) and hardware (MF_3 to 7) factors influencing muscle fatigue.
Clear information about muscle fatigue and musculoskeletal discomfort associated with VR exposure remains problematically scarce. Only a few works using PC or smartphone provide coherent findings for HMDs. However, the body part mobilized here, the tension experienced with HMDs and the interaction device use might not be equivalent. Therefore, we sought to extrapolate information from screen uses to provide guidelines. Muscle fatigue and musculoskeletal discomfort depend on specific task characteristics (Alabdulkader, 2021), making generalization challenging to validate.
3.4. Acute stress
3.4.1. Definition
Stress can be defined as a: “condition in which an individual is aroused and made anxious by an uncontrollable aversive challenge” (Gandevia, 2001). Acute stress represents a sudden or short time exposure incident (trauma, perceived threat, death of a loved one, job loss, etc.). Acute stresses are often juxtaposed with chronic stress, the latter being long-term effects (European Agency for Safety Health at Work, 2007; Coenen et al., 2019).
3.4.2. Prevalence
Current knowledge does not allow us to define acute stress prevalence induced by VR use specifically outside of wild task-specific aspects and technostress. Introducing VR at work without the proper training could trigger techno-complexity (see S_3 in Table 13) and add up to all the other apparatus workers already use, which might trigger techno-overload (see S_4 in Table 13). One wide use of VR is remote meetings. Public speaking is stress-inducing, but it seems higher with VR (Helminen et al., 2019; Zimmer et al., 2019). Acute stress, in general, impairs executive functioning (Calik et al., 2022). According to LeBlanc (Eltayeb et al., 2009), stress diminishes the efficiency of selective attention (Heidarimoghadam et al., 2020; Frutiger and Borotkanics, 2021). Stress can also impair working memory and has been suggested to enhance memory consolidation (Baker et al., 2018). Stress has been observed to impair memory recall/retrieval (Borhany et al., 2018; Shannon et al., 2019). Therefore, we can assert that stress can act to impair work performance when fulfilling tasks in VR. And, of course, these effects are dependent on task typologies. At the occupational level, stress impacts workers' health, performance, and wellbeing (Sesboüé and Guincestre, 2006; Fink, 2016). It can lead to depressive symptoms (Fink, 2007), burnout symptoms (Shields et al., 2016), hypertension (LeBlanc, 2009), and/or type 2 diabetes mellitus (Bater and Jordan, 2020). Stressors can therefore impact VR adoption as they affect task completion novelty and the spectrum of tasks' typology.
Table 13. Guidelines for possible individual (S_1 and 2) and hardware (S_3 and 4) factors influencing acute stress.
3.4.3. Guidelines considering acute stress factors
Based upon our synthetic assessment of previous works, several factors are identified as influencing acute stress occurrence. We focused on nine of these (Souchet et al., 2022). They are couched in terms of office-like tasks. Each table lists one type of factor that influences acute stress:
- Individual and hardware factors influencing acute stress are shown in Table 13.
- Software factors influencing acute stress are given in Table 14.
Depending on the tasks at hand, the interactions, and the relevant interfaces, acute stress in VR can arise accordingly. Just considering the possibility of stress while using VR may already help create safe working conditions and promote more benevolent work conditions. VR allows for teleporting users to a stress-relieving environment [natural surrounds (e.g., trees, grass, indoor biophilic environment) as well as light conditions (Van den Berg et al., 2015; Liu M. Y. et al., 2017; Yin et al., 2018; Hedblom et al., 2019; Wang et al., 2019; Huang et al., 2020; Kerous et al., 2020; Li C. et al., 2020; Park et al., 2020; Shuda et al., 2020; Li et al., 2021), music (Sokhadze, 2007; Nakajima et al., 2016; Yu C. P. et al., 2018; Paszkiel et al., 2020; Yin et al., 2020)]; and could help alleviate the above-described symptoms via this capacity (Thoma et al., 2013).
3.5. Mental overload
3.5.1. Definition
Mental workload can be defined as “a subjectively experienced physiological processing state, revealing the interplay between one's limited and multidimensional cognitive resources and the cognitive work demands being exposed to” (Young et al., 2015; Ahmaniemi et al., 2017; de Witte et al., 2020) indicated that overload “occurs […] when the operator is faced with more stimuli than (s)he is able to handle while maintaining their own standards of performance.”
3.5.2. Prevalence
Current knowledge does not allow us to define mental overload prevalence induced by VR use specifically outside of wild task-specific aspects. But, mental fatigue appears to be higher in VR as compared to conducting the same tasks in real offices (Van Acker et al., 2018). Furthermore, VR induces a higher mental workload than PC (Lim et al., 2013; Zhang et al., 2017; Broucke and Deligiannis, 2019; Makransky et al., 2019). But, contradictory results regarding mental workload have been observed (Porcino et al., 2017). For example, VR presents a lower cognitive demand for geo-visualization and trajectory data exploration than PC usage (Collaboration, 2015; Kaplan et al., 2020; Szopa and Soares, 2021), and a higher mental workload does not always negatively impact task performance (Tian et al., 2021). As mental overload is especially contingent on task characteristics, relying only on a general model provides only general assertions. Examples exist in air traffic control (Young et al., 2015), driving (Paxion et al., 2014; Tobaruela et al., 2014), as well as work in nuclear power plants (Wickens, 2017). Therefore, we here consider primarily two factors (general enough to apply to a wide variety of tasks). However, (Wickens, 2017) have previously considered 26 factors that could influence mental workload. In VR, task characteristics impact mental workload, via interactions and interfaces. We thus focus especially on time pressure and task difficulty.
3.5.3. Guidelines considering mental overload factors
Based on our present synthesis of previous works, Table 15 features time pressure and task difficulty as these are the main factors influencing mental overload.
4. Discussion and limitations
We have provided a review featuring human factors and ergonomic approaches that have considered 90 factors that are proposed as impacting VRISE. More particularly, we considered 50 factors related to cybersickness in VR. Additionally, we examined fourteen factors involved with visual fatigue in VR and 15 related to muscle fatigue and musculoskeletal discomfort in VR. Finally, we identified nine factors for acute stress when working in VR, alongside two factors critical for mental overload assessment in VR.
General guidelines that designers should follow for a healthy, safe, and performant user experience at work:
- Design environments such that users can fulfill most of their tasks within 20-min interval to reduce cybersickness and visual fatigue occurrence.
- Provide an “exploration phase,” so that users can preview the fundamentals of their interactions, as well as experiencing local system feedback to reduce cybersickness and mental overload occurrence.
- Provide the user with a virtual assistant to adapt both interactions and interfaces to reduce mental overload occurrence.
- Limit movements within the virtual environment and display stereoscopy only when tasks require explicit depth cues to reduce cybersickness and visual fatigue occurrence.
- Create display features by considering user is sitting but allowing them to stand and walk on occasion to reduce muscular fatigue and musculoskeletal discomfort occurrence.
- Emphasize teleportation with guides for orientation if re-location within the virtual environment is necessary to reduce cybersickness.
- Allow users to customize their experience in the virtual environment (e.g., avatar, interface, and interactions) to reduce cybersickness, mental overload, and acute stress occurrence.
- Provide a monitoring toolkit that is based on questionnaires and psychophysiological measures, which allows to determine a user's susceptibility to side effects and to detect while they are immersed to reduce all VRISE occurrence.
- Provide stress-relieving procedures: these include, but are not limited to, nature (trees, grass, indoor biophilic environment), daylight, and relaxing music to reduce acute stress occurrence.
General guidelines that employers should follow for a healthy, safe, and effective use of virtual environments:
- Train workers to employ hardware and software effectively. This allows habituation and desensitization for the riskiest populations regarding cybersickness, reduces technostress that can provoke acute stress, and promotes an optimal degree of mental workload to reduce mental overload occurrence.
- Rethink and recast working tasks such that they can be readily adapted to virtual environments and their constraints to reduce acute stress and mental overload occurrence.
- Monitor workers' psychophysiological reactions in the virtual environment to record data to establish use benefit/risk ratios to reduce each VRISE occurrence.
- Have workers fill out anonymous questionnaires that inform about their individual susceptibility to VRISE.
General guidelines that workers would be informed of to sustain a healthy, safe, and effective use of virtual environments:
- Cease using virtual environments when symptoms of cybersickness, visual fatigue, muscle fatigue, and stress are experienced or task performance breakdowns occur.
- Take breaks following the use of virtual environments (take micro-naps, where possible walk beyond the bounds of the workplace, go drink water, seek “natural” spaces, listen to relaxing music or any and all combinations thereof) to reduce all VRISE symptoms.
- For those beyond 40 years of age, consider the individual to be might be more susceptible to elements of these side effects.
- Those with pathologies and/or particularities (e.g., eye diseases, overweight, neuroatypical, epilepsy, balance issues, muscle issues, and cognitive particularities), should be considered more susceptible to specific side effects of virtual environments.
Some prior guidelines have been suggested for discrete factors to promote healthier, safer, and more efficient work with virtual environments (Gabbard et al., 1999; Stanney et al., 2003b, 2021b; Burkhardt et al., 2006; Bando et al., 2012; Lanier et al., 2019; Muthukrishna and Henrich, 2019; Chen et al., 2021). However, most of these works concentrated on only one VRISE at a time. Frequently, they are not clear on the level of confidence associated with each guideline. However, to build on these previous works, we categorized factors into three types: individual, hardware, and software. With our tables, readers and stakeholders can easily refer to the present work as a guide for their design or use of virtual environments. Hence, the present offering is the most substantial and comprehensive assessment for the VR community. This is because it encompasses the greatest assemblage of information while providing the most practical and useful survey and recommendations.
The occurrence of acute stress and mental overload can be influenced by many further factors than those presented in our guidelines. Moreover, the factors and associated guidelines for all five VRISE are based on current knowledge. Further theoretical and experimental contributions are still needed to explain VRISE better by encompassing its inherent complexity. We must be aware that some factors are similar across VRISE (Souchet et al., 2022). We present them for each short-term VRISE to emphasize those similarities and better demonstrate confounding effects that remain to be addressed.
Some guidelines do not apply to all workers as we purposely selected only office-like tasks to contextualize our current contribution to the ergonomics of VR. However, very few existing works have been directed at tackling VRISE. Currently, the primary uses of VR lie in video games (entertainment in general) and training (see Cockburn et al., 2020). Consequently, our guidelines are sometimes based on observations, not directly on experiments using virtual environments for work or VR. Part of our guidelines still rests upon low evidence. Cybersickness is the VRISE with the most robust evidentiary basis. However, most meta-analyses, as well as systematic reviews, are founded upon questionnaire responses. Questionnaires appear to be the most utilized approach for all VRISE. Therefore, confidence in tested techniques to reduce VRISE relies, to the present time, less on objective measurements than might be preferred (Souchet et al., 2022).
Moreover, experimental quality and reproducibility need improvement in the VR field, which is valid for psychology and human-computer interaction in general (Chang et al., 2020; Petri et al., 2020; Gilbert et al., 2021; Halbig and Latoschik, 2021; Biener et al., 2022). Therefore, designers, employers, and workers should be cognizant that some factors tackled here and the associated guidelines are sometimes a direct transposition from the scientific literature that has not directly tackled VRISE or the work context. Such literature might suffer from shortcomings. However, it also means that part of the guidelines can be generalized to other contexts than work: i.e., entertainment and skills training. The median evidence level crystallizes this: five for cybersickness, four for visual fatigue, six for muscular fatigue, five for stress, and six for mental overload. We applied a scale from the medical field which hasn't been created for ergonomics issues, and proof that it is entirely relevant in this very case is low. Mainly because most scientific experiments in VR very rarely follow a large multisite randomized controlled trial methodology.
One major limitation of this study is that we concentrated on short-term VRISE. However, working in VR implies daily use, and a pre-print (Biener et al., 2022) documented VR work for one week. VR appears to be worse than PC working. Cybersickness is a concern, and some participants even dropped out of the study. The advantages and disadvantages of VR's long-term use are yet to be drawn. Following the present guidelines might help foster advantages, but they cannot delete disadvantages.
Another major limitation of our contribution is the included papers. We stopped inclusion in the review with papers published in mid-2021. However, several relevant papers were published at the end of 2021, in 2022, and at the beginning of 2023. Those relevant publications include guidelines for each VRISE, side effects mitigation technics, prediction and detection of side effects. This fosters the need for the research community to critique and update these guidelines.
Future valuable contributions regarding VRISE factors and guidelines to reduce any such impacts include the following:
1) Increasing experimental contributions testing influences of each factor on VRISE with high-quality methods using within-subject, between-subject, and crossover designs,
2) Increasing considered VRISE to allow a better risk/benefit ratio consideration to use VR or not,
3) Increasing experimental contributions regarding tangles between VRISE,
4) Advancing automatic VRISE detection based on psychophysiological measurements,
5) Contributing to publications looking at the big picture of VR via systematic reviews and meta-analysis,
6) Updating the current guidelines with stronger evidence.
Although important to follow our guidelines, stakeholders should remain aware that current HMDs and virtual environments will most likely induce cybersickness, visual fatigue, muscle fatigue, acute stress, and mental overload. Currently, no existing method can fully alleviate these VR side effects. Therefore, detecting and adapting the virtual environment based on psychophysiological measurements (Smith and Du'Mont, 2009) could help better individualize and optimize the user experience. A better understanding of all VRISE risks will allow a benefit/risk ratio assessment to decide when to use virtual environments or not.
Author contributions
AS, DL, J-MB, and PH contributed to conception and design of the review. AS wrote the first draft of the manuscript. All authors contributed to manuscript revision, read, and approved the submitted version.
Funding
This study was funded by European Union's Horizon 2020 research and innovation program under grant agreement No. 883293—INFINITY project. AS received a Fulbright grant delivered by the Franco-American Fulbright Association to be a visiting scholar at USC Institute for Creative Technologies.
Conflict of interest
The authors declare that the research was conducted in the absence of any commercial or financial relationships that could be construed as a potential conflict of interest.
Publisher's note
All claims expressed in this article are solely those of the authors and do not necessarily represent those of their affiliated organizations, or those of the publisher, the editors and the reviewers. Any product that may be evaluated in this article, or claim that may be made by its manufacturer, is not guaranteed or endorsed by the publisher.
Footnotes
1. ^Due to the current limitations to 32 words, two requests were done distributing between the Former and latter VRISE.
References
Abbasi, A. M., Motamedzade, M., Aliabadi, M., Golmohammadi, R., and Tapak, L. (2020). Combined effects of noise and air temperature on human neurophysiological responses in a simulated indoor environment. Appl. Ergon. 88, 103189. doi: 10.1016/j.apergo.2020.103189
Abouee-Mehrizi, A., Rasoulzadeh, Y., Kazemi, T., and Mesgari-Abbasi, M. (2020). Inflammatory and immunological changes caused by noise exposure: a systematic review. J. Environ. Sci. Health Part C. 38, 61–90. doi: 10.1080/26896583.2020.1715713
Ackley, B. J., Ladwig, G. B., Swan, B. A., and Tucker, S. J. (2008). Evidence-Based Nursing Care Guidelines, 1st ed. Amsterdam: Mosby Elsevier.
Addas, S., and Pinsonneault, A. (2018). E-mail interruptions and individual performance: is there a silver lining? MIS Q. 42, 381–406. doi: 10.25300/MISQ/2018/13157
Adhanom, I. B., Navarro Griffin, N., MacNeilage, P., and Folmer, E. (2020). “The effect of a foveated field-of-view restrictor on VR sickness,” in 2020 IEEE Conference on Virtual Reality and 3D User Interfaces (VR) (Atlanta, GA: IEEE), 645–652. doi: 10.1109/VR46266.2020.00087
Ahmad, A., Ghaleb, M., Darmoul, S., Alkahtani, M., and Samman, S. (2021). A. combined multitasking performance measure involving sequential and parallel task executions. Cogn Tech Work. 23, 131–142. doi: 10.1007/s10111-019-00615-x
Ahmaniemi, T., Lindholm, H., Muller, K., and Taipalus, T. (2017). “Virtual reality experience as a stress recovery solution in workplace,” in 2017 IEEE Life Sciences Conference (LSC) (Sydney, NSW: IEEE), 206–209. doi: 10.1109/LSC.2017.8268179
Ahmed, S., Leroy, L., and Bouaniche, A. (2017). “Questioning the use of virtual reality in the assessment of the physical impacts of real-task gestures and tasks,” in 2017 23rd International Conference on Virtual System Multimedia (VSMM) (Dublin: IEEE), 1–10. doi: 10.1109/VSMM.2017.8346271
Aichhorn, N., and Puck, J. (2017). “I just don't feel comfortable speaking English”: foreign language anxiety as a catalyst for spoken-language barriers in MNCs. Int. Bus. Rev. 26, 749–763. doi: 10.1016/j.ibusrev.2017.01.004
Alabdulkader, B. (2021). Effect of digital device use during COVID-19 on digital eye strain. Clin. Exp. Optom. 104, 698–704. doi: 10.1080/08164622.2021.1878843
Alexandrov, V., and Chertopolokhov, V. (2021). 29-4: invited paper: human eye's sharp vision area stabilization for VR headsets. SID Symp. Dig. Tech. Pap. 52, 376–378. doi: 10.1002/sdtp.14694
Alison, L., Doran, B., Long, M. L., Power, N., and Humphrey, A. (2013). The effects of subjective time pressure and individual differences on hypotheses generation and action prioritization in police investigations. J. Exp. Psychol. Appl. 19, 83–93. doi: 10.1037/a0032148
Allen, A. P., Kennedy, P. J., Dockray, S., Cryan, J. F., Dinan, T. G., Clarke, G., et al. (2017). The Trier Social Stress Test: principles and practice. Neurobiol. Stress 6, 113–126. doi: 10.1016/j.ynstr.2016.11.001
Allue, M., Serrano, A., Bedia, M. G., and Masia, B. (2016). “Crossmodal perception in immersive environments,” in Proceedings of the XXVI Spanish Computer Graphics Conference (Goslar, DEU: Eurographics Association), 1–7. (CEIG '16).
Alsuraykh, N. H., Wilson, M. L., Tennent, P., and Sharples, S. (2019). “How stress and mental workload are connected,” in Proceedings of the 13th EAI International Conference on Pervasive Computing Technologies for Healthcare (New York, NY: Association for Computing Machinery), 371–376. (PervasiveHealth'19). doi: 10.1145/3329189.3329235
Ang, S., and Quarles, J. (2020). “GingerVR: an open source repository of cybersickness reduction techniques for unity,” in 2020 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW) (Atlanta, GA: IEEE), 460–463. doi: 10.1109/VRW50115.2020.00097
Anses (2019). AVIS et RAPPORT de l'Ansesrelatif aux Effets sur la Santé Humaine et sur L'environnement (faune et flore) des Systèmes Utilisant des Diodes Électroluninescentes (LED). France: Agence Nationale de Sécurité Sanitaire de l'alimentation, de l'environnement et du travail, 458. Report No.: 2014-SA-0253. Available online at: https://www.anses.fr/fr/content/avis-et-rapport-de-lanses-relatif-aux-effets-sur-la-sant%C3%A9-humaine-et-sur-lenvironnement (acessed March 29, 2021).
Anses (2021). AVIS et RAPPORT de l'AnsesRelatifs aux Effets Sanitaires Potentiels liés à L'exposition aux Technologies Utilisant la Réalité Augmentée et la Réalité Virtuelle. Maisons-Alfort: Agence nationale de sécurité sanitaire de l'alimentation, de l'environnement et du travail. Report No.: 2017-SA-0076. Available online at: https://www.anses.fr/fr/node/149881 (accessed June 28, 2021).
Arcioni, B., Palmisano, S., Apthorp, D., and Kim, J. (2019). Postural stability predicts the likelihood of cybersickness in active HMD-based virtual reality. Displays 58, 3–11. doi: 10.1016/j.displa.2018.07.001
Arif, U., Khan, R. H., and Khan, A. A. (2021). “Musculoskeletal disorders and visual symptoms among virtual reality headset users,” in Ergonomics for Improved Productivity, eds M. Muzammil, A. A. Khan, and F. Hasan (Singapore: Springer), 821–829. doi: 10.1007/978-981-15-9054-2_97
Armougum, A., Orriols, E., Gaston-Bellegarde, A., Marle, C. J. L., and Piolino, P. (2019). Virtual reality: a new method to investigate cognitive load during navigation. J. Environ. Psychol. 65, 101338. doi: 10.1016/j.jenvp.2019.101338
Arns, L. L., and Cerney, M. M. (2005). “The relationship between age and incidence of cybersickness among immersive environment users,” in IEEE Proceedings VR 2005 Virtual Reality (Bonn), 267–268.
Aronsson, G., Theorell, T., Grape, T., Hammarström, A., Hogstedt, C., Marteinsdottir, I., et al. (2017). A systematic review including meta-analysis of work environment and burnout symptoms. BMC Public Health 17, 264. doi: 10.1186/s12889-017-4153-7
Arora, S., Sevdalis, N., Nestel, D., Woloshynowych, M., Darzi, A., Kneebone, R., et al. (2010). The impact of stress on surgical performance: a systematic review of the literature. Surgery 147, 318–330.e6. doi: 10.1016/j.surg.2009.10.007
Atanasoff, L., and Venable, M. A. (2017). Technostress: implications for adults in the workforce. Career Dev. Q. 65, 326–338. doi: 10.1002/cdq.12111
Atchley, R., Ellingson, R., Klee, D., Memmott, T., and Oken, B. (2017). A cognitive stressor for event-related potential studies: the Portland arithmetic stress task. Stress 20, 277–284. doi: 10.1080/10253890.2017.1335300
Avin, K. G., and Frey Law, L. A. (2011). Age-related differences in muscle fatigue vary by contraction type: a meta-analysis. Phys. Ther. 91, 1153–1165. doi: 10.2522/ptj.20100333
Baceviciute, S., Terkildsen, T., and Makransky, G. (2021). Remediating learning from non-immersive to immersive media: using EEG to investigate the effects of environmental embeddedness on reading in virtual reality. Comput. Educ. 164, 104122. doi: 10.1016/j.compedu.2020.104122
Baker, R., Coenen, P., Howie, E., Williamson, A., and Straker, L. (2018). The short term musculoskeletal and cognitive effects of prolonged sitting during office computer work. Int. J. Environ. Res. Public Health 15, 1678. doi: 10.3390/ijerph15081678
Bando, T., Iijima, A., and Yano, S. (2012). Visual fatigue caused by stereoscopic images and the search for the requirement to prevent them: a review. Displays 33, 76–83. doi: 10.1016/j.displa.2011.09.001
Barreda-Ángeles, M., Aleix-Guillaume, S., and Pereda-Baños, A. (2020). Users' psychophysiological, vocal, and self-reported responses to the apparent attitude of a virtual audience in stereoscopic 360°-video. Virtual Real. 24, 289–302. doi: 10.1007/s10055-019-00400-1
Barrett, G. V., and Thornton, C. L. (1968). Relationship between perceptual style and simulator sickness. J. Appl. Psychol. 52, 304–308. doi: 10.1037/h0026013
Barrington, W. E. (2012). Perceived stress, behavior, and body mass index among adults participating in a worksite obesity prevention program, Seattle, 2005–2007. Prev. Chronic Dis. 9, E152. doi: 10.5888/pcd9.120001
Bater, L. R., and Jordan, S. S. (2020). “Selective attention,” in Encyclopedia of Personality and Individual Differences, eds V. Zeigler-Hill, and T. K. Shackelford (Cham: Springer International Publishing), 4624–4628. doi: 10.1007/978-3-319-24612-3_1904
Bellgardt, M., Pick, S., Zielasko, D., Vierjahn, T., Weyers, B., Kuhlen, T. W., et al. (2017). “Utilizing immersive virtual reality in everydaywork,” in 2017 IEEE 3rd Workshop on Everyday Virtual Reality (WEVR) (Los Angeles, CA: IEEE), 1–4. doi: 10.1109/WEVR.2017.7957708
Benedetto, S., Carbone, A., Drai-Zerbib, V., Pedrotti, M., and Baccino, T. (2014). Effects of luminance and illuminance on visual fatigue and arousal during digital reading. Comput. Human Behav. 41, 112–119. doi: 10.1016/j.chb.2014.09.023
Bernard, F., Zare, M., Sagot, J. C., and Paquin, R. (2019). “Virtual reality simulation and ergonomics assessment in aviation maintainability,” in Proceedings of the 20th Congress of the International Ergonomics Association (IEA 2018), eds S. Bagnara, R. Tartaglia, S. Albolino, T. Alexander, andY. Fujita (Cham: Springer International Publishing), 141–154. doi: 10.1007/978-3-319-96077-7_15
Biener, V., Kalamkar, S., Nouri, N., Ofek, E., Pahud, M., Dudley, J. J., et al. (2022). Quantifying the effects of working in VR for one week. arXiv. doi: 10.48550/arXiv.2206.03189
Biener, V., Schneider, D., Gesslein, T., Otte, A., Kuth, B., Kristensson, P. O., et al. (2020). Breaking the screen: interaction across touchscreen boundaries in virtual reality for mobile knowledge workers. IEEE Trans. Vis. Comput. Graph. 26, 3490–3502. doi: 10.1109/TVCG.2020.3023567
Bláfoss, R., Micheletti, J. K., Sundstrup, E., Jakobsen, M. D., Bay, H., Andersen, L. L., et al. (2019). Is fatigue after work a barrier for leisure-time physical activity? Cross-sectional study among 10,000 adults from the general working population. Scand. J. Public Health 47, 383–391. doi: 10.1177/1403494818765894
Blehm, C., Vishnu, S., Khattak, A., Mitra, S., and Yee, R. W. (2005). Computer vision syndrome: a review. Surv. Ophthalmol. 50, 253–262. doi: 10.1016/j.survophthal.2005.02.008
Boletsis, C. (2017). The new era of virtual reality locomotion: a systematic literature review of techniques and a proposed typology. Multimodal Technol. Interact. 1, 24. doi: 10.3390/mti1040024
Borghouts, J., Brumby, D. P., and Cox, A. L. (2020). TimeToFocus: feedback on interruption durations discourages distractions and shortens interruptions. ACM Trans. Comput.-Hum. Interact. 27, 32:1–32:31. doi: 10.1145/3396044
Borhany, T., Shahid, E., Siddique, W. A., and Ali, H. (2018). Musculoskeletal problems in frequent computer and internet users. J. Family Med. Prim. Care 7, 337–339. doi: 10.4103/jfmpc.jfmpc_326_17
Bosten, J. M., Goodbourn, P. T., Lawrance-Owen, A. J., Bargary, G., Hogg, R. E., Mollon, J. D., et al. (2015). A population study of binocular function. Vision Res. 110(Part A), 34–50. doi: 10.1016/j.visres.2015.02.017
Bourdin, P., Martini, M., and Sanchez-Vives, M. V. (2019). Altered visual feedback from an embodied avatar unconsciously influences movement amplitude and muscle activity. Sci. Rep. 9, 19747. doi: 10.1038/s41598-019-56034-5
Bracq, M. S., Michinov, E., Arnaldi, B., Caillaud, B., Gibaud, B., Gouranton, V., et al. (2019). Learning procedural skills with a virtual reality simulator: an acceptability study. Nurse Educ. Today 79, 153–160. doi: 10.1016/j.nedt.2019.05.026
Bretonnier, M., Michinov, E., Le Pabic, E., Hénaux, P. L., Jannin, P., Morandi, X., et al. (2020). Impact of the complexity of surgical procedures and intraoperative interruptions on neurosurgical team workload. Neurochirurgie 66, 203–211. doi: 10.1016/j.neuchi.2020.02.003
Brinkman, W. P., van der Mast, C., Sandino, G., Gunawan, L. T., and Emmelkamp, P. M. G. (2010). The therapist user interface of a virtual reality exposure therapy system in the treatment of fear of flying. Interact Comput. 22, 299–310. doi: 10.1016/j.intcom.2010.03.005
Broucke, S. V., and Deligiannis, N. (2019). “Visualization of real-time heterogeneous smart city data using virtual reality,” in 2019 IEEE International Smart Cities Conference (ISC2) (Casablanca: IEEE), 685–690. doi: 10.1109/ISC246665.2019.9071699
Burkhardt, J. M., Perron, L., and Plénacoste, P. (2006). “Concevoir et évaluer l'interaction utilisateur-environnement virtuel,” in Le Traité de la Réalité Virtuelle – L'interfaçage, L'immersion et L'interaction en Environnement Virtuel, 3rd ed., eds P. Fuchs, G. Moreau, J. M. Burkhardt, and S. Coquillart (Paris, France: Presse de l'école des mines de Paris), 473–520.
Cai, J., Hao, W., Zeng, S., Guo, Y., and Wen, R. (2020). Imaging quality and fatigue quantification of ocular optical system. IEEE Access 8, 25159–25169. doi: 10.1109/ACCESS.2020.2969676
Cai, T., Zhu, H., Xu, J., Wu, S., Li, X., He, S., et al. (2017). Human cortical neural correlates of visual fatigue during binocular depth perception: an fNIRS study. PLoS ONE. 12, e0172426. doi: 10.1371/journal.pone.0172426
Calik, B. B., Yagci, N., Oztop, M., and Caglar, D. (2022). Effects of risk factors related to computer use on musculoskeletal pain in office workers. Int. J. Occup. Saf. Ergon. 28, 269–274. doi: 10.1080/10803548.2020.1765112
Campos, F., Campos, M., Silva, T., and Van Gisbergen, M. (2021). “User experience in virtual environments: relationship between cybersickness issues and the optical aspects of the image by contrast levels,” inIntelligent Human Systems Integration 2021, eds D. Russo, T. Ahram, W. Karwowski, G. Di Bucchianico, and R. Taiar (Cham: Springer International Publishing), 434–439. doi: 10.1007/978-3-030-68017-6_65
Caputo, A., Giachetti, A., Abkal, S., Marchesini, C., and Zancanaro, M. (2021). Real vs simulated foveated rendering to reduce visual discomfort in virtual reality. arXiv 210701669. doi: 10.48550/arXiv.2107.01669
Cárdenas-Delgado, S., Loachamín-Valencia, M., Guanoluisa-Atiaga, P., and Monar-Mejía, X. A. (2021). “VR-system to assess stereopsis with visual stimulation: a pilot study of system configuration,” in Artificial Intelligence, Computer and Software Engineering Advances, eds M. Botto-Tobar, H. Cruz, and A. Díaz Cadena (Cham: Springer International Publishing), 328–342. doi: 10.1007/978-3-030-68080-0_25
Carnegie, K., and Rhee, T. (2015). Reducing visual discomfort with HMDs using dynamic depth of field. IEEE Comput. Graph. Appl. 35, 34–41. doi: 10.1109/MCG.2015.98
Caserman, P., Garcia-Agundez, A., Gámez Zerban, A., and Göbel, S. (2021). Cybersickness in current-generation virtual reality head-mounted displays: systematic review and outlook. Virtual Real. 25, 1153–1170. doi: 10.1007/s10055-021-00513-6
Caviola, S., Carey, E., Mammarella, I. C., and Szucs, D. (2017). Stress, time pressure, strategy selection and math anxiety in mathematics: a review of the literature. Front. Psychol. 8, 1488. doi: 10.3389/fpsyg.2017.01488
Cavuoto, L. A., Pajoutan, M., and Mehta, R. K. (2019). Reliability analyses and values of isometric shoulder flexion and trunk extension strengths stratified by body mass index. PLoS ONE 14, e0219090. doi: 10.1371/journal.pone.0219090
Chang, E., Kim, H. T., and Yoo, B. (2020). Virtual reality sickness: a review of causes and measurements. Int. J. Hum. Comput. Interact. 36, 1658–1682. doi: 10.1080/10447318.2020.1778351
Chang, E., Kim, H. T., and Yoo, B. (2021). Predicting cybersickness based on user's gaze behaviors in HMD-based virtual reality. J. Comput. Des. Eng. 8, 728–739. doi: 10.1093/jcde/qwab010
Chardonnet, J. R., Mirzaei, M. A., and Merienne, F. (2020). Influence of navigation parameters on cybersickness in virtual reality. Virtual Real. 25, 565–574. doi: 10.1007/s10055-020-00474-2
Charman, W. N. (2008). The eye in focus: accommodation and presbyopia. Clin. Exp. Optom. 91, 207–225. doi: 10.1111/j.1444-0938.2008.00256.x
Chen, Y., Wang, X., and Xu, H. (2021). Human factors/ergonomics evaluation for virtual reality headsets: a review. CCF Trans. Pervasive Comp. Interact. 3, 99–111. doi: 10.1007/s42486-021-00062-6
Chen, Y., Yan, S., and Tran, C. C. (2019). Comprehensive evaluation method for user interface design in nuclear power plant based on mental workload. Nucl. Eng. Technol. 51, 453–462. doi: 10.1016/j.net.2018.10.010
Cheng, X., Bao, Y., and Zarifis, A. (2020). Investigating the impact of IT-mediated information interruption on emotional exhaustion in the workplace. Inf. Process. Manag. 57, 102281. doi: 10.1016/j.ipm.2020.102281
Chihara, T., and Seo, A. (2018). Evaluation of physical workload affected by mass and center of mass of head-mounted display. Appl. Ergon. 68, 204–212. doi: 10.1016/j.apergo.2017.11.016
Chiu, H. P., and Liu, C. H. (2020). The effects of three blue light filter conditions for smartphones on visual fatigue and visual performance. Hum. Factors Ergon. Manuf. Serv. Ind. 30, 83–90. doi: 10.1002/hfm.20824
Cho, T. H., Chen, C. Y., Wu, P. J., Chen, K. S., and Yin, L. T. (2017). The comparison of accommodative response and ocular movements in viewing 3D and 2D displays. Displays 49, 59–64. doi: 10.1016/j.displa.2017.07.002
Chojecki, P., Przewozny, D., Runde, D., Lafci, M. T., and Bosse, S. (2021). “Effects of a handlebar on standing VR locomotion,” in 2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW) (Lisbon: IEEE), 393–394. doi: 10.1109/VRW52623.2021.00083
Chow, H. M., Knöll, J., Madsen, M., and Spering, M. (2021). Look where you go: characterizing eye movements toward optic flow. J. Vis. 21, 19. doi: 10.1167/jov.21.3.19
Clay, V., König, P., and König, S. U. (2019). Eye tracking in virtual reality. J. Eye Mov. Res. 12. doi: 10.16910/jemr.12.1.3
Clifton, J., and Palmisano, S. (2020). Effects of steering locomotion and teleporting on cybersickness and presence in HMD-based virtual reality. Virtual Real. 24, 453–468. doi: 10.1007/s10055-019-00407-8
Cmentowski, S., Krekhov, A., and Krüger, J. (2019). “Outstanding: a multi-perspective travel approach for virtual reality games,” in Proceedings of the Annual Symposium on Computer-Human Interaction in Play (Barcelona), 287–299. doi: 10.1145/3311350.3347183
Cobb, S. V. G., Nichols, S., Ramsey, A., and Wilson, J. R. (1999). Virtual reality-induced symptoms and effects (VRISE). Presence 8, 169–186. doi: 10.1162/105474699566152
Coburn, J., Salmon, J., and Freeman, I. (2020). The effects of transition style for collaborative view sharing in immersive virtual reality. Comput. Graph. 92, 44–54. doi: 10.1016/j.cag.2020.08.003
Cockburn, A., Dragicevic, P., Besançon, L., and Gutwin, C. (2020). Threats of a replication crisis in empirical computer science. Commun. ACM. 63, 70–79. doi: 10.1145/3360311
Coenen, P., Molen, H. F., van der Burdorf, A., Huysmans, M. A., Straker, L., Frings-Dresen, M. H., et al. (2019). Associations of screen work with neck and upper extremity symptoms: a systematic review with meta-analysis. Occup. Environ. Med. 76, 502–509. doi: 10.1136/oemed-2018-105553
Coles-Brennan, C., Sulley, A., and Young, G. (2019). Management of digital eye strain. Clin. Exp. Optom. 102, 18–29. doi: 10.1111/cxo.12798
Collaboration, O. S. (2015). Estimating the reproducibility of psychological science. Science 349, aac4716. doi: 10.1126/science.aac4716
Collins, J. D., and O'Sullivan, L. (2018). Age and sex related differences in shoulder abduction fatigue. BMC Musculoskeletal Disord. 19, 280. doi: 10.1186/s12891-018-2191-7
Çöltekin, A., Lochhead, I., Madden, M., Christophe, S., Devaux, A., Pettit, C., et al. (2020). Extended reality in spatial sciences: a review of research challenges and future directions. ISPRS Int. J. Geo-Inf. 9, 439. doi: 10.3390/ijgi9070439
Csincsák, A. F. (2020). “A new VR paradigm to measure mental rotation,” in 2020 11th IEEE International Conference on Cognitive Infocommunications (CogInfoCom) (Mariehamn: IEEE), 000579–000584. doi: 10.1109/CogInfoCom50765.2020.9237914
D'Amour, S., Bos, J. E., and Keshavarz, B. (2017). The efficacy of airflow and seat vibration on reducing visually induced motion sickness. Exp. Brain Res. 235, 2811–2820. doi: 10.1007/s00221-017-5009-1
D'Amour, S., Harris, L. R., Berti, S., and Keshavarz, B. (2021). The role of cognitive factors and personality traits in the perception of illusory self-motion (vection). Atten. Percept. Psychophys. 83, 1804–1817. doi: 10.3758/s13414-020-02228-3
D'Anna, C., Schmid, M., and Conforto, S. (2021). Linking head and neck posture with muscular activity and perceived discomfort during prolonged smartphone texting. Int. J. Ind. Ergon. 83, 103134. doi: 10.1016/j.ergon.2021.103134
Davis, S., Nesbitt, K., and Nalivaiko, E. (2014). “A systematic review of cybersickness,” in Proceedings of the 2014 Conference on Interactive Entertainment (New York, NY: Association for Computing Machinery), 1–9. (IE2014). doi: 10.1145/2677758.2677780
de Dreu, M. J., Schouwenaars, I. T., Rutten, G. J. M., Ramsey, N. F., and Jansma, J. M. (2019). Brain activity associated with expected task difficulty. Front. Hum. Neurosci. 13, 286. doi: 10.3389/fnhum.2019.00286
de Winkel, K. N., Kurtz, M., and Bülthoff, H. H. (2018). Effects of visual stimulus characteristics and individual differences in heading estimation. J. Vis. 18, 9. doi: 10.1167/18.11.9
de Witte, M., Spruit, A., van Hooren, S., Moonen, X., and Stams, G. J. (2020). Effects of music interventions on stress-related outcomes: a systematic review and two meta-analyses. Health Psychol. Rev. 14, 294–324. doi: 10.1080/17437199.2019.1627897
Deepa, B. M. S., Valarmathi, A., and Benita, S. (2019). Assessment of stereo acuity levels using random dot stereo acuity chart in college students. J. Fam. Med. Prim. Care 8, 3850. doi: 10.4103/jfmpc.jfmpc_755_19
Dennison, M., and D'Zmura, M. (2018). Effects of unexpected visual motion on postural sway and motion sickness. Appl. Ergon. 71, 9–16. doi: 10.1016/j.apergo.2018.03.015
Dennison, M. S., and D'Zmura, M. (2017). Cybersickness without the wobble: experimental results speak against postural instability theory. Appl. Ergon. 58, 215–223. doi: 10.1016/j.apergo.2016.06.014
Denovan, A., and Dagnall, N. (2019). Development and evaluation of the chronic time pressure inventory. Front. Psychol. 10, 2717. doi: 10.3389/fpsyg.2019.02717
Descheneaux, C. R., Reinerman-Jones, L., Moss, J., Krum, D., and Hudson, I. (2020). “Negative effects associated with HMDs in augmented and virtual reality,” in Virtual, Augmented and Mixed Reality Design and Interaction, eds J. Y. C. Chen, and G. Fragomeni (Cham: Springer International Publishing), 410–428. doi: 10.1007/978-3-030-49695-1_27
Desurvire, H., and Kreminski, M. (2018). “Are game design and user research guidelines specific to virtual reality effective in creating a more optimal player experience? Yes, VR PLAY,” in Design, User Experience, and Usability: Theory and Practice, eds A. Marcus, and W. Wang (Cham: Springer International Publishing), 40–59. (Lecture Notes in Computer Science). doi: 10.1007/978-3-319-91797-9_4
Ding, J., and Sullivan, D. A. (2012). Aging and dry eye disease. Exp. Gerontol. 47, 483–490. doi: 10.1016/j.exger.2012.03.020
Ding, Y., Cao, Y., Duffy, V. G., and Zhang, X. (2020). It is time to have rest: how do break types affect muscular activity and perceived discomfort during prolonged sitting work. Saf. Health Work 11, 207–214. doi: 10.1016/j.shaw.2020.03.008
Dombrowski, M., Smith, P. A., Manero, A., and Sparkman, J. (2019). “Designing inclusive virtual reality experiences,” in Virtual, Augmented and Mixed Reality Multimodal Interaction, eds J. Y. C. Chen, and G. Fragomeni (Cham: Springer International Publishing), 33–43. doi: 10.1007/978-3-030-21607-8_3
Dragano, N., and Lunau, T. (2020). Technostress at work and mental health: concepts and research results. Curr. Opin. Psychiatry 33, 407–413. doi: 10.1097/YCO.0000000000000613
Dupuis, F., Sole, G., Wassinger, C., Bielmann, M., Bouyer, L. J., Roy, J. S., et al. (2021). Fatigue, induced via repetitive upper-limb motor tasks, influences trunk and shoulder kinematics during an upper limb reaching task in a virtual reality environment. PLoS ONE 16, e0249403. doi: 10.1371/journal.pone.0249403
Duzmańska, N., Strojny, P., and Strojny, A. (2018). Can simulator sickness be avoided? A review on temporal aspects of simulator sickness. Front. Psychol. 9, 2132. doi: 10.3389/fpsyg.2018.02132
Ebrahimi, O. V., Pallesen, S., Kenter, R. M. F., and Nordgreen, T. (2019). Psychological interventions for the fear of public speaking: a meta-analysis. Front. Psychol. 10, 488. doi: 10.3389/fpsyg.2019.00488
Eltayeb, S., Staal, J. B., Hassan, A., and de Bie, R. A. (2009). Work related risk factors for neck, shoulder and arms complaints: a cohort study among dutch computer office workers. J. Occup. Rehabil. 19, 315. doi: 10.1007/s10926-009-9196-x
Emerson, S., Emerson, K., and Fedorczyk, J. (2021). Computer workstation ergonomics: Current evidence for evaluation, corrections, and recommendations for remote evaluation. J. Hand Ther. 34, 166–178. doi: 10.1016/j.jht.2021.04.002
Ens, B., Bach, B., Cordeil, M., Engelke, U., Serrano, M., Willett, W., et al. (2021). “Grand challenges in immersive analytics,” in Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems (Yokohama), 1–17. doi: 10.1145/3411764.3446866
Erickson, A., Kim, K., Bruder, G., and Welch, G. F. (2020). “Effects of dark mode graphics on visual acuity and fatigue with virtual reality head-mounted displays,” in 2020 IEEE Conference on Virtual Reality and 3D User Interfaces (VR) (Atlanta, GA: IEEE), 434–442. doi: 10.1109/VR46266.2020.00064
EU-OSHA (2019). Digitalisation and Occupational Safety and Health. Bilbao: European Agency for Safety and Health at Work. Report No. doi: 10.2802/119288
European Agency for Safety Health at Work (2007). Introduction to Work-related Musculoskeletal Disorders - Safety and Health at Work. www.osha.europa.eu. Available online at: https://osha.europa.eu/en/publications/factsheet-71-introduction-work-related-musculoskeletal-disorders/view (accessed March 22, 2021).
Evin, I., Pesola, T., Kaos, M. D., Takala, T. M., and Hämäläinen, P. (2020).” 3PP-R: enabling natural movement in 3rd person virtual reality,” in Proceedings of the Annual Symposium on Computer-Human Interaction in Play (New York, NY: Association for Computing Machinery), 438–449. (CHI PLAY '20). doi: 10.1145/3410404.3414239
Ewolds, H., Broeker, L., de Oliveira, R. F., Raab, M., and Künzell, S. (2021). Ways to improve multitasking: effects of predictability after single- and dual-task training. J. Cognit. 4, 4. doi: 10.5334/joc.142
Fauville, G., Queiroz, A. C. M., Woolsey, E. S., Kelly, J. W., and Bailenson, J. N. (2021). The effect of water immersion on vection in virtual reality. Sci. Rep. 11, 1022. doi: 10.1038/s41598-020-80100-y
Fawcett, J. M., Risko, E. F., and Kingstone, A. editors (2015). The Handbook of Attention. Cambridge, MA: MIT Press, 678. doi: 10.7551/mitpress/10033.001.0001
Fereydooni, N., and Walker, B. N. (2020). Virtual Reality as a Remote Workspace Platform: Opportunities and Challenges. Available online at: https://www.microsoft.com/en-us/research/publication/virtual-reality-as-a-remote-workspace-platform-opportunities-and-challenges/ (accessed August 31, 2021).
Filho, J. A. W., Freitas, C. M. D. S., and Nedel, L. (2018). VirtualDesk: a comfortable and efficient immersive information visualization approach. Comput. Graph. Forum 37, 415–426. doi: 10.1111/cgf.13430
Filho, J. A. W., Stuerzlinger, W., and Nedel, L. (2020). Evaluating an immersive space-time cube geovisualization for intuitive trajectory data exploration. IEEE Trans. Vis. Comput. Graph. 26, 514–524. doi: 10.1109/TVCG.2019.2934415
Fink, G. (2007). Encyclopedia of Stress, Four-Volume Set. San Diego, CA: Elsevier Science. Available online at: http://public.ebookcentral.proquest.com/choice/publicfullrecord.aspx?p=1127743 (accessed December 22, 2020).
Fink, G. (2016). “Chapter 1 - Stress, definitions, mechanisms, and effects outlined: lessons from anxiety,” in Stress: Concepts, Cognition, Emotion, and Behavior, ed G. Fink (San Diego, CA: Academic Press), 3–11. doi: 10.1016/B978-0-12-800951-2.00001-7
Flores-Cruz, G., Sims, V. K., and Whitmer, D. E. (2019). A study on head flexion during mobile device usage: an examination of sitting, standing, and lying down positions. Proc. Hum. Factors Ergon. Soc. Ann. Meet. 63, 511–515. doi: 10.1177/1071181319631047
Fortune, N., Rooney, B., and Kirwan, G. H. (2017). Supporting law enforcement personnel working with distressing material online. Cyberpsychol. Beha. Soc. Netw. 21, 138–143. doi: 10.1089/cyber.2016.0715
Franke, L., Fink, L., Martschinke, J., Selgrad, K., and Stamminger, M. (2021). Time-warped foveated rendering for virtual reality headsets. Comput. Graph. Forum 40, 110–123. doi: 10.1111/cgf.14176
Frutiger, M., and Borotkanics, R. (2021). Systematic review and meta-analysis suggest strength training and workplace modifications may reduce neck pain in office workers. Pain Pract. 21, 100–131. doi: 10.1111/papr.12940
Fuchs, P. (2017). Virtual Reality Headsets - A Theoretical and Pragmatic Approach, 1st ed. London: CRC Press. doi: 10.1201/9781315208244
Fuchs, P. (2018). “The challenges and risks of democratization of VR-AR,” in Virtual Reality and Augmented Reality, eds B. Arnaldi, P. Guitton, and G. Moreau (New York, NY: John Wiley and Sons), 289–301. doi: 10.1002/9781119341031.ch6
Fujimoto, K., and Ashida, H. (2020). Different head-sway responses to optic flow in sitting and standing with a head-mounted display. Front. Psychol. 11, 577305. doi: 10.3389/fpsyg.2020.577305
Fulvio, J. M. J. i. M., and Rokers, B. (2021). Variations in visual sensitivity predict motion sickness in virtual reality. Entertain. Comput. 38, 100423. doi: 10.1016/j.entcom.2021.100423
Funk, M., Müller, F., Fendrich, M., Shene, M., Kolvenbach, M., Dobbertin, N., et al. (2019). “Assessing the accuracy of point and teleport locomotion with orientation indication for virtual reality using curved trajectories,” in Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems (Glasgow), 1–12. doi: 10.1145/3290605.3300377
Gabbard, J. L., Hix, D., and Swan, J. E. (1999). User-centered design and evaluation of virtual environments. IEEE Comput. Graph. Appl. 19, 51–59. doi: 10.1109/38.799740
Gajendran, R. S., Javalagi, A., Wang, C., and Ponnapalli, A. R. (2021). Consequences of remote work use and intensity: a meta-analysis. Proceedings 2021, 15255. doi: 10.5465/AMBPP.2021.15255abstract
Gallagher, K. M., Cameron, L., De Carvalho, D., and Boulé, M. (2021). Does using multiple computer monitors for office tasks affect user experience?: a systematic review. Hum. Factors 63, 433–449. doi: 10.1177/0018720819889533
Gallagher, M., and Ferrè, E. R. (2018). Cybersickness: a multisensory integration perspective. Multisens. Res. 31, 645–674. doi: 10.1163/22134808-20181293
Gallego, A., McHugh, L., Penttonen, M., and Lappalainen, R. (2022). Measuring public speaking anxiety: self-report, behavioral, and physiological. Behav. Modif. 46, 782–798. doi: 10.1177/0145445521994308
Gandevia, S. C. (2001). Spinal and supraspinal factors in human muscle fatigue. Physiol. Rev. 81, 1725–1789. doi: 10.1152/physrev.2001.81.4.1725
Gao, B., Chen, Z., Chen, X., Tu, H., and Huang, F. (2021). The effects of audiovisual landmarks on spatial learning and recalling for image browsing interface in virtual environments. J. Syst. Archit. 117, 102096. doi: 10.1016/j.sysarc.2021.102096
Gao, Z., Hwang, A., Zhai, G., and Peli, E. (2018). Correcting geometric distortions in stereoscopic 3D imaging. PLoS ONE 13, e0205032. doi: 10.1371/journal.pone.0205032
Garcia-Agundez, A., Westmeier, A., Caserman, P., Konrad, R., and Göbel, S. (2017). “An evaluation of extrapolation and filtering techniques in head tracking for virtual environments to reduce cybersickness,” in Serious Games, eds M. Alcañiz, S. Göbel, M. Ma, M. Fradinho Oliveira, J. Baalsrud Hauge, and T. Marsh (Cham: Springer International Publishing), 203–211. doi: 10.1007/978-3-319-70111-0_19
Gavgani, A. M., Hodgson, D. M., and Nalivaiko, E. (2017). Effects of visual flow direction on signs and symptoms of cybersickness. PLoS ONE. 12, e0182790. doi: 10.1371/journal.pone.0182790
Geiger, A., Bewersdorf, I., Brandenburg, E., and Stark, R. (2018). “Visual feedback for grasping in virtual reality environments for an interface to instruct digital human models,” in Advances in Usability and User Experience, eds T. Ahram, and C. Falcão (Cham: Springer International Publishing), 228–239. doi: 10.1007/978-3-319-60492-3_22
Gilbert, S. B., Jasper, A., Sepich, N. C., Doty, T. A., Kelly, J. W., Dorneich, M. C., et al. (2021). “Individual differences and task attention in cybersickness: a call for a standardized approach to data sharing,” in 2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW) (Lisbon: IEEE), 161–164. doi: 10.1109/VRW52623.2021.00037
Gonçalves, G., Melo, M., Vasconcelos-Raposo, J., and Bessa, M. (2020). Impact of different sensory stimuli on presence in credible virtual environments. IEEE Trans. Vis. Comput. Graph. 26, 3231–3240. doi: 10.1109/TVCG.2019.2926978
Götz, S., Hoven, H., Müller, A., Dragano, N., and Wahrendorf, M. (2018). Age differences in the association between stressful work and sickness absence among full-time employed workers: evidence from the German socio-economic panel. Int. Arch. Occup. Environ. Health. 91, 479–496. doi: 10.1007/s00420-018-1298-3
Grant, H. B., Lavery, C. F., and Decarlo, J. (2019). An exploratory study of police officers: low compassion satisfaction and compassion fatigue. Front. Psychol. 9, 2793. doi: 10.3389/fpsyg.2018.02793
Grassini, S., and Laumann, K. (2020). Are modern head-mounted displays sexist? A systematic review on gender differences in HMD-mediated virtual reality. Front Psychol. 11, 1604. doi: 10.3389/fpsyg.2020.01604
Grassini, S., and Laumann, K. (2021). “Immersive visual technologies and human health,” in European Conference on Cognitive Ergonomics 2021 (New York, NY: Association for Computing Machinery), 1–6. (ECCE 2021). doi: 10.1145/3452853.3452856
Grassini, S., Laumann, K., and Luzi, A. K. (2021). Association of individual factors with simulator sickness and sense of presence in virtual reality mediated by head-mounted displays (HMDs). Multimodal Technol. Interact 5, 7. doi: 10.3390/mti5030007
Grier, R. A. (2015). How high is high? A meta-analysis of NASA-TLX global workload scores. Proc. Hum. Factors Ergon. Soc. Ann. Meet. 59, 1727–1731. doi: 10.1177/1541931215591373
Groth, C., Tauscher, J. P., Heesen, N., Castillo, S., and Magnor, M. (2021a). “Visual techniques to reduce cybersickness in virtual reality,” in 2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW) (Lisbon: IEEE), 486–487. doi: 10.1109/VRW52623.2021.00125
Groth, C., Tauscher, J. P., Heesen, N., Grogorick, S., Castillo, S., Magnor, M., et al. (2021b). “Mitigation of cybersickness in immersive 360°videos,” in 2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW) (Lisbon: IEEE), 169–177. doi: 10.1109/VRW52623.2021.00039
Grubert, J., Ofek, E., Pahud, M., and Kristensson, P. O. (2018). The office of the future: virtual, portable, and global. IEEE Comput. Graph. Appl. 38, 125–133. doi: 10.1109/MCG.2018.2875609
Guillon, M., Dumbleton, K., Theodoratos, P., Gobbe, M., Wooley, C. B., Moody, K., et al. (2016). The effects of age, refractive status, and luminance on pupil size. Optom. Vis. Sci. 93, 1093–1100. doi: 10.1097/OPX.0000000000000893
Günther, S., Müller, F., Schön, D., Elmoghazy, O., Mühlhäuser, M., Schmitz, M., et al. (2020). “Therminator: understanding the interdependency of visual and on-body thermal feedback in virtual reality,” in Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems (Honolulu, HI), 1–14. doi: 10.1145/3313831.3376195
Guo, J., Weng, D., Been-Lirn Duh, H., Liu, Y., and Wang, Y. (2017). “Effects of using HMDs on visual fatigue in virtual environments,” in 2017 IEEE Virtual Reality (VR). Los (Angeles, CA: IEEE), 249–250. doi: 10.1109/VR.2017.7892270
Guo, J., Weng, D., Fang, H., Zhang, Z., Ping, J., Liu, Y., et al. (2020). “Exploring the differences of visual discomfort caused by long-term immersion between virtual environments and physical environments,” in 2020 IEEE Conference on Virtual Reality and 3D User Interfaces (VR) (Atlanta, GA), 443−452. doi: 10.1109/VR46266.2020.1581306543750
Guo, J., Weng, D., Zhang, Z., Liu, Y., Duh, H. B. L., Wang, Y., et al. (2019). Subjective and objective evaluation of visual fatigue caused by continuous and discontinuous use of HMDs. J Soc Inf Disp. 27, 108–119. doi: 10.1002/jsid.750
Gupta, K., Hajika, R., Pai, Y. S., Duenser, A., Lochner, M., Billinghurst, M., et al. (2020). “Measuring human trust in a virtual assistant using physiological sensing in virtual reality,” in 2020 IEEE Conference on Virtual Reality and 3D User Interfaces (VR) (Atlanta, GA: IEEE), 756–765. doi: 10.1109/VR46266.2020.00099
Guzsvinecz, T., Orbán-Mihálykó, É., Sik-Lányi, C., and Perge, E. (2021). Investigation of spatial ability test completion times in virtual reality using a desktop display and the Gear VR. Virtual Real. 26, 601–614. doi: 10.1007/s10055-021-00509-2
Ha, H., Kwak, Y., Kim, H., and Seo, Y. J, Jo, S. C. (2021). Perceptual difference between the discomfort luminance level and the brightness of a head-mounted display (HMD). J. Inf. Display 22, 187–191. doi: 10.1080/15980316.2021.1941339
Ha, H., Kwak, Y., Kim, H., and Seo, Y. J. (2020). Discomfort luminance level of head-mounted displays depending on the adapting luminance. Color Res. Appl. 45, 622–631. doi: 10.1002/col.22509
Ha, H., Kwak, Y., Kim, H., Seo, Y. J., and Park, W. S. (2017). The preferred luminance of Head Mounted Display (HMD) over time under two different surround conditions. Color Imaging Conf. 2017, 286–289. doi: 10.2352/ISSN.2169-2629.2017.25.286
Halbig, A., and Latoschik, M. E. (2021). A systematic review of physiological measurements, factors, methods, and applications in virtual reality. Front. Virtual Real. 2, 694567. doi: 10.3389/frvir.2021.694567
Hale, K. S., and Stanney, K. M. (2004). Deriving haptic design guidelines from human physiological, psychophysical, and neurological foundations. IEEE Comput. Graph. Appl. 24, 33–39. doi: 10.1109/MCG.2004.1274059
Hamedani, Z., Solgi, E., Hine, T., Skates, H., Isoardi, G., Fernando, R., et al. (2020). Lighting for work: a study of the relationships among discomfort glare, physiological responses and visual performance. Build. Environ. 167, 106478. doi: 10.1016/j.buildenv.2019.106478
Han, C., He, Z. J., and Ooi, T. L. (2018). On sensory eye dominance revealed by binocular integrative and binocular competitive stimuli. Invest. Ophthalmol. Vis. Sci. 59, 5140–5148. doi: 10.1167/iovs.18-24342
Han, J., Bae, S. H., and Suk, H. J. (2017). Comparison of visual discomfort and visual fatigue between head-mounted display and smartphone. Electron. Imaging. 2017, 212–217. doi: 10.2352/ISSN.2470-1173.2017.14.HVEI-146
Han, P. H., Hsieh, C. E., Chen, Y. S., Hsiao, J. C., Lee, K. C., Ko, S. F., et al. (2017). “AoEs: enhancing teleportation experience in immersive environment with mid-air haptics,” in ACM SIGGRAPH 2017 Emerging Technologies (New York, NY: Association for Computing Machinery), p. 1–2. (SIGGRAPH '17). doi: 10.1145/3084822.3084823
Harding, J. L., Backholer, K., Williams, E. D., Peeters, A., Cameron, A. J., Hare, M. J., et al. (2014). Psychosocial stress is positively associated with body mass index gain over 5 years: evidence from the longitudinal AusDiab study. Obesity 22, 277–286. doi: 10.1002/oby.20423
Harrington, J., Williams, B., and Headleand, C. A. (2019). “Somatic approach to combating cybersickness utilising airflow feedback,” in Computer Graphics and Visual Computing (CGVC) (Bangor), 9. doi: 10.2312/cgvc.20191256
Hart, S. G. (2006). Nasa-Task Load Index (NASA-TLX); 20 years later. Proc. Hum. Factors Ergon. Soc. Ann. Meet. 50, 904–908. doi: 10.1177/154193120605000909
Hart, S. G., and Staveland, L. E. (1988). “Development of NASA-TLX (Task Load Index): results of empirical and theoretical research,” in Advances in Psychology, eds P. A. Hancock, and N. Meshkati (North-Holland: Elsevier), 139–183. (Human Mental Workload; vol. 52). doi: 10.1016/S0166-4115(08)62386-9
Hasnain, A., Laffont, P. Y., Jalil, S. B. A., Buyukburc, K., Guillemet, P. Y., Wirajaya, S., et al. (2019). “Piezo-actuated varifocal head-mounted displays for virtual and augmented reality,” in Advances in Display Technologies IX. International Society for Optics and Photonics, 1094207. Available online at: https://www.spiedigitallibrary.org/conference-proceedings-of-spie/10942/1094207/Piezo-actuated-varifocal-head-mounted-displays-for-virtual-and-augmented/10.1117/12.2509143.short (accessed October 22, 2020).
Hedblom, M., Gunnarsson, B., Iravani, B., Knez, I., Schaefer, M., Thorsson, P., et al. (2019). Reduction of physiological stress by urban green space in a multisensory virtual experiment. Sci Rep. 9, 10113. doi: 10.1038/s41598-019-46099-7
Heidarimoghadam, R., Mohammadfam, I., Babamiri, M., Soltanian, A. R., Khotanlou, H., Sohrabi, M. S., et al. (2020). Study protocol and baseline results for a quasi-randomized control trial: an investigation on the effects of ergonomic interventions on work-related musculoskeletal disorders, quality of work-life and productivity in knowledge-based companies. Int. J. Ind. Ergon. 80, 103030. doi: 10.1016/j.ergon.2020.103030
Helminen, E. C., Morton, M. L., Wang, Q., and Felver, J. C. (2019). A. meta-analysis of cortisol reactivity to the Trier Social Stress Test in virtual environments. Psychoneuroendocrinology 110, 104437. doi: 10.1016/j.psyneuen.2019.104437
Hemmerich, W., Keshavarz, B., and Hecht, H. (2020). Visually induced motion sickness on the horizon. Front. Virtual Real. 1, 582095. doi: 10.3389/frvir.2020.582095
Hendy, K. C., Liao, J., and Milgram, P. (1997). Combining time and intensity effects in assessing operator information-processing load. Hum. Factors 39, 30–47. doi: 10.1518/001872097778940597
Hertzum, M. (2021). Reference values and subscale patterns for the task load index (TLX): a meta-analytic review. Ergonomics 64, 869–878. doi: 10.1080/00140139.2021.1876927
Hess, R. F., To, L., Zhou, J., Wang, G., and Cooperstock, J. R. (2015). Stereo vision: the haves and have-nots. Iperception 6, 204166951559302. doi: 10.1177/2041669515593028
Hibbard, P. B., van Dam, L. C. J., and Scarfe, P. (2020). The implications of interpupillary distance variability for virtual reality,” in 2020 International Conference on 3D Immersion (IC3D) (Brussels: IEEE), 1–7. doi: 10.1109/IC3D51119.2020.9376369
Hidalgo, V., Pulopulos, M. M., and Salvador, A. (2019). Acute psychosocial stress effects on memory performance: relevance of age and sex. Neurobiol. Learn. Mem. 157, 48–60. doi: 10.1016/j.nlm.2018.11.013
Hirota, M., Kanda, H., Endo, T., Miyoshi, T., Miyagawa, S., Hirohara, Y., et al. (2019). Comparison of visual fatigue caused by head-mounted display for virtual reality and two-dimensional display using objective and subjective evaluation. Ergonomics 62, 759–766. doi: 10.1080/00140139.2019.1582805
Hirschle, A. L. T., Gondim, S. M. G., Hirschle, A. L. T., and Gondim, S. M. G. (2020). Stress and well-being at work: a literature review. Cien. Saude Colet. 25, 2721–2736. doi: 10.1590/1413-81232020257.27902017
Hirzle, T., Cordts, M., Rukzio, E., and Bulling, A. A. (2020). “Survey of digital eye strain in gaze-based interactive systems,” inACM Symposium on Eye Tracking Research and Applications (New York, NY: Association for Computing Machinery), 1–12. (ETRA '20 Full Papers). doi: 10.1145/3379155.3391313
Holt, T. J., and Blevins, K. R. (2011). Examining job stress and satisfaction among digital forensic examiners. J. Contemp. Crim. Justice 27, 230–250. doi: 10.1177/1043986211405899
Howard, M. C., and Van Zandt, E. C. (2021). A meta-analysis of the virtual reality problem: unequal effects of virtual reality sickness across individual differences. Virtual Real. 25, 1221–1246. doi: 10.1007/s10055-021-00524-3
Hsu, H. C. (2019). Age differences in work stress, exhaustion, well-being, and related factors from an ecological perspective. Int. J. Environ. Res. Public Health. 16, 50. doi: 10.3390/ijerph16010050
Hu, P., Sun, Q., Didyk, P., Wei, L. Y., and Kaufman, A. E. (2019). Reducing simulator sickness with perceptual camera control. ACM Trans. Graph. 38, 210:1–210:12. doi: 10.1145/3355089.3356490
Huang, Q., Yang, M., Jane, H., Li, S., and Bauer, N. (2020). Trees, grass, or concrete? The effects of different types of environments on stress reduction. Landsc. Urban Plann. 193, 103654. doi: 10.1016/j.landurbplan.2019.103654
Hussain, R., Chessa, M., and Solari, F. (2020). “Modelling foveated depth-of-field blur for improving depth perception in virtual reality,” in 2020 IEEE 4th International Conference on Image Processing, Applications and Systems (IPAS) (Genova: IEEE), 71–76. doi: 10.1109/IPAS50080.2020.9334947
Hussain, R., Chessa, M., and Solari, F. (2021). Mitigating cybersickness in virtual reality systems through foveated depth-of-field blur. Sensors 21, 4006. doi: 10.3390/s21124006
Hwang, A. D., and Peli, E. (2020). Stereoscopic three-dimensional optic flow distortions caused by mismatches between image acquisition and display parameters. Electron. Imaging 60412–1–60412–7. doi: 10.2352/J.ImagingSci.Technol.2019.63.6.060412
Isaza, M., Zhang, J., Kim, K., Mei, C., and Guo, R. (2019). “Mono-stereoscopic camera in a virtual reality environment: case study in cybersickness,” in 2019 11th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games) (Vienna: IEEE), 1–4. doi: 10.1109/VS-Games.2019.8864578
Iskander, J., Hossny, M., and Nahavandi, S. (2019). Using biomechanics to investigate the effect of VR on eye vergence system. Appl. Ergon. 81, 102883. doi: 10.1016/j.apergo.2019.102883
Iskander, J., Jia, D., Hettiarachchi, I., Hossny, M., Saleh, K., Nahavandi, S., et al. (2018). “Age-related effects of multi-screen setup on task performance and eye movement characteristics,” in 2018 IEEE International Conference on Systems, Man, and Cybernetics (SMC) (Miyazaki: IEEE), 3480–3485. doi: 10.1109/SMC.2018.00589
Islam, R., Lee, Y., Jaloli, M., Muhammad, I., Zhu, D., Rad, P., et al. (2020). “Automatic detection and prediction of cybersickness severity using deep neural networks from user's physiological signals,” in 2020 IEEE International Symposium on Mixed and Augmented Reality (ISMAR) (Porto de Galinhas: IEEE), 400–411. doi: 10.1109/ISMAR50242.2020.00066
Ito, K., Tada, M., Ujike, H., and Hyodo, K. (2019). “Effects of weight and balance of head mounted display on physical load,” in Virtual, Augmented and Mixed Reality Multimodal Interaction, eds J. Y. C. Chen, and G. Fragomeni (Cham: Springer International Publishing), 450–460. doi: 10.1007/978-3-030-21607-8_35
Jacobs, J., Wang, X., and Alexa, M. (2019). Keep it simple: depth-based dynamic adjustment of rendering for head-mounted displays decreases visual comfort. ACM Trans. Appl. Percept. 16, 16:1–16:16. doi: 10.1145/3353902
Jahncke, H., and Hallman, D. M. (2020). Objective measures of cognitive performance in activity based workplaces and traditional office types. J. Environ. Psychol. 72, 101503. doi: 10.1016/j.jenvp.2020.101503
Janeh, O., Langbehn, E., Steinicke, F., Bruder, G., Gulberti, A., Poetter-Nerger, M., et al. (2017). Walking in virtual reality: effects of manipulated visual self-motion on walking biomechanics. ACM Trans. Appl. Percept. 14, 12:1–12:15. doi: 10.1145/3022731
Jeon, H. S., and Choi, H. Y. (2019). “Binocular function test,” in Primary Eye Examination: A Comprehensive Guide to Diagnosis, ed J. S. Lee (Singapore: Springer), 71–82. doi: 10.1007/978-981-10-6940-6_6
Jeong, D., Yoo, S., and Yun, J. (2019). “Cybersickness analysis with EEG using deep learning algorithms,” in 2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR) (Osaka: IEEE), 827–835. doi: 10.1109/VR.2019.8798334
Jones, J. A., Dukes, L. C., Krum, D. M., Bolas, M. T., and Hodges, L. F. (2015). “Correction of geometric distortions and the impact of eye position in virtual reality displays,” in 2015 International Conference on Collaboration Technologies and Systems (CTS) (Atlanta, GA: IEEE), 77–83. doi: 10.1109/CTS.2015.7210403
Kaplan, A. D., Cruit, J., Endsley, M., Beers, S. M., Sawyer, B. D., Hancock, P. A., et al. (2020). The effects of virtual reality, augmented reality, and mixed reality as training enhancement methods: a meta-analysis. Hum. Factors 63, 706–726. doi: 10.1177/0018720820904229
Kara, D. D., Ring, M., Hennig, F. F., and Michelson, G. (2020). Effects of mild traumatic brain injury on stereopsis detected by a virtual reality system: attempt to develop a screening test. J. Med. Biol. Eng. 40, 639–647. doi: 10.1007/s40846-020-00542-7
Keller, K., and Colucci, D. (1998). “Perception in HMDs: what is it in head-mounted displays (HMDs) that really make them all so terrible?” in Proceedings Volume 3362, Helmet- and Head-Mounted Displays III (Orlando, FL), 46–53. doi: 10.1117/12.317454
Kelsen, B. A. (2019). Exploring public speaking anxiety and personal disposition in EFL presentations. Learn. Individ. Differ. 73, 92–101. doi: 10.1016/j.lindif.2019.05.003
Kemeny, A., Chardonnet, J. R., and Colombet, F. (2020). Getting Rid of Cybersickness: In Virtual Reality, Augmented Reality, and Simulators. Cham: Springer International Publishing. doi: 10.1007/978-3-030-59342-1
Kenny, G. P., Groeller, H., McGinn, R., and Flouris, A. D. (2016). Age, human performance, and physical employment standards. Appl Physiol Nutr Metab. 41(6 (Suppl. 2)), S92–S107. doi: 10.1139/apnm-2015-0483
Keown, G. A., and Tuchin, P. A. (2018). Workplace factors associated with neck pain experienced by computer users: a systematic review. J. Manipulative Physiol. Ther. 41, 508–529. doi: 10.1016/j.jmpt.2018.01.005
Kerous, B., Barteček, R., Roman, R., Sojka, P., Bečev, O., and Liarokapis, F. Examination of electrodermal cardio-vascular reactivity in virtual reality through a combined stress induction protocol. J. Ambient. Intell. Hum. Comput. (2020) 11, 6033–6042. doi: 10.1007/s12652-020-01858-7.
Keshavarz, B., Hecht, H., and Lawson, B. (2014). Visually induced motion sickness: Characteristics, causes, and countermeasures,” in Handbook of Virtual Environments: Design, Implementation, and Applications, eds K. M. Stanney, and K. S. Hale (New York, NY: Taylor & Francis), 648–697.
Keshavarz, B., Murovec, B., Mohanathas, N., and Golding, J. F. (2021). The Visually Induced Motion Sickness Susceptibility Questionnaire (VIMSSQ): Estimating Individual Susceptibility to Motion Sickness-Like Symptoms When Using Visual Devices: Human Factors. Available online at: https://journals.sagepub.com/doi/suppl/10.1177/00187208211008687 (accessed May 19, 2021).
Khakurel, J., Melkas, H., and Porras, J. (2018). Tapping into the wearable device revolution in the work environment: a systematic review. Inf. Technol. People 31, 791–818. doi: 10.1108/ITP-03-2017-0076
Kim, E., and Shin, G. (2018). Head rotation and muscle activity when conducting document editing tasks with a head-mounted display. Proc. Hum. Factors Ergon. Soc. Ann. Meet. 62, 952–955. doi: 10.1177/1541931218621219
Kim, H., Kim, D. J., Chung, W. H., Park, K. A., Kim, J. D. K., Kim, D., et al. (2021). Clinical predictors of cybersickness in virtual reality (VR) among highly stressed people. Sci. Rep. 11, 12139. doi: 10.1038/s41598-021-91573-w
Kim, J., Luu, W., and Palmisano, S. (2020). Multisensory integration and the experience of scene instability, presence and cybersickness in virtual environments. Comput. Hum. Behav. 113, 106484. doi: 10.1016/j.chb.2020.106484
Kim, J., Palmisano, S., Luu, W., and Iwasaki, S. (2021). Effects of linear visual-vestibular conflict on presence, perceived scene stability and cybersickness in the oculus go and oculus quest. Front Virtual Real. 2, 582156. doi: 10.3389/frvir.2021.582156
Kim, J., and Park, T. (2020). The onset threshold of cybersickness in constant and accelerating optical flow. Appl. Sci. 10, 7808. doi: 10.3390/app10217808
Kim, J. Y., Kim, S. H., and So, G. J. (2016). The modeling of color fatigue in 3-dimensional stereoscopic video. IJCTE. 8, 229–234. doi: 10.7763/IJCTE.2016.V8.1049
Kim, R., Roberson, L., Russo, M., and Briganti, P. (2019). Language diversity, nonnative accents, and their consequences at the workplace: recommendations for individuals, teams, and organizations. J. Appl. Behav. Sci. 55, 73–95. doi: 10.1177/0021886318800997
Kim, S., Alison, L., and Christiansen, P. (2020). The impact of individual differences on investigative hypothesis generation under time pressure. Int. J. Police Sci. Manag. 22, 171–182. doi: 10.1177/1461355720905716
Kim, Y. B., Jung, D., Park, J., and Lee, J. Y. (2017). Sensitivity to cutaneous warm stimuli varies greatly in the human head. J. Therm. Biol. 69, 132–138. doi: 10.1016/j.jtherbio.2017.07.005
Kirollos, R., and Herdman, C. M. (2021). Measuring circular vection speed in a virtual reality headset. Displays 69, 102049. doi: 10.1016/j.displa.2021.102049
Kirschner, P. A. (2017). Stop propagating the learning styles myth. Comput. Educ. 106, 166–171. doi: 10.1016/j.compedu.2016.12.006
Klier, C., Buratto, L. G., Klier, C., and Buratto, L. G. (2020). Stress and long-term memory retrieval: a systematic review. Trends Psychiatry Psychother. 42, 284–291. doi: 10.1590/2237-6089-2019-0077
Klosterhalfen, S., Kellermann, S., Pan, F., Stockhorst, U., Hall, G., Enck, P., et al. (2005). Effects of ethnicity and gender on motion sickness susceptibility. Aviat. Space Environ. Med. 76, 1051–1057.
Knierim, P., and Schmidt, A. (2020). The Virtual Office of the Future: Are Centralized Workplaces Obsolete? Available online at: https://www.microsoft.com/en-us/research/publication/the-virtual-office-of-the-future-are-centralized-workplaces-obsolete/ (accessed April 6, 2021).
Koctekin, B., Coban, D. T., Ozen, M., Tekindal, M. A., Unal, A. C., Altintas, A. G. K., et al. (2020). Investigation of relationship between colour discrimination ability and stereoscopic acuity using Farnsworth Munsell 100 hue test and stereo tests. Can. J. Ophthalmol. 55, 131–136. doi: 10.1016/j.jcjo.2019.07.013
Kongsilp, S., and Dailey, M. N. (2017). Motion parallax from head movement enhances stereoscopic displays by improving presence and decreasing visual fatigue. Displays 49, 72–79. doi: 10.1016/j.displa.2017.07.001
Koohestani, A., Nahavandi, D., Asadi, H., Kebria, P. M., Khosravi, A., Alizadehsani, R., et al. (2019). A knowledge discovery in motion sickness: a comprehensive literature review. IEEE Access. 7, 85755–85770. doi: 10.1109/ACCESS.2019.2922993
Korporaal, M., Ruginski, I. T., and Fabrikant, S. I. (2020). Effects of uncertainty visualization on map-based decision making under time pressure. Front. Comput. Sci. 2, 32. doi: 10.3389/fcomp.2020.00032
Kourtesis, P., Collina, S., Doumas, L. A. A., and MacPherson, S. E. (2019). Technological competence is a pre-condition for effective implementation of virtual reality head mounted displays in human neuroscience: a technological review and meta-analysis. Front. Hum. Neurosci. 13, 42. doi: 10.3389/fnhum.2019.00342
Kourtesis, P., Korre, D., Collina, S., Doumas, L. A. A., and MacPherson, S. E. (2020). Guidelines for the development of immersive virtual reality software for cognitive neuroscience and neuropsychology: the development of Virtual Reality Everyday Assessment Lab (VR-EAL), a neuropsychological test battery in immersive virtual reality. Front. Comput. Sci. 1, 12. doi: 10.3389/fcomp.2019.00012
Kouvonen, A., Kivimäki, M., Cox, S. J., Cox, T., and Vahtera, J. (2005). Relationship between work stress and body mass index among 45,810 female and male employees. Psychosom. Med. 67, 577–583. doi: 10.1097/01.psy.0000170330.08704.62
Kuiper, O. X., Bos, J. E., and Diels, C. (2019). Vection does not necessitate visually induced motion sickness. Displays 58, 82–87. doi: 10.1016/j.displa.2018.10.001
Kweon, S. H., Kweon, H. J., Kim, S. j., Li, X., Liu, X., Kweon, H. L., et al. (2018). “A brain wave research on VR (virtual reality) usage: comparison between VR and 2D video in EEG measurement,” in Advances in Human Factors and Systems Interaction AHFE 2017. Advances in Intelligent Systems and Computing, Vol. 592, ed I. Nunes (Cham: Springer), 194–203. doi: 10.1007/978-3-319-60366-7_19
Kwok, K. K. K., Ng, A. K. T., and Lau, H. Y. K. (2018). “Effect of navigation speed and VR devices on cybersickness,” in 2018 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct) (Munich: IEEE), 91–92. doi: 10.1109/ISMAR-Adjunct.2018.00041
Labuschagne, I., Grace, C., Rendell, P., Terrett, G., and Heinrichs, M. (2019). An introductory guide to conducting the Trier Social Stress Test. Neurosci. Biobehav. Rev. 107, 686–695. doi: 10.1016/j.neubiorev.2019.09.032
Lackner, J. R. (2014). Motion sickness: more than nausea and vomiting. Exp. Brain Res. 232, 2493–2510. doi: 10.1007/s00221-014-4008-8
Lambooij, M., and IJsselsteijn, W. (2009). Measuring Visual Discomfort Associated with 3D Displays. San Jose, CA. doi: 10.1117/2.1200905.1653
Lambooij, M., IJsselsteijn, W., Fortuin, M., and Heynderickx, I. (2009). Visual discomfort and visual fatigue of stereoscopic displays: a review. J. Imaging Sci. Technol. 53, 1–14. doi: 10.2352/J.ImagingSci.Technol.2009.53.3.030201
Lanier, M., Waddell, T. F., Elson, M., Tamul, D., Ivory, J. D., Przybylski, A. K., et al. (2019). Virtual reality check: statistical power, reported results, and the validity of research on the psychology of virtual reality and immersive environments. Comput. Hum. Behav. 100, 70–78. doi: 10.1016/j.chb.2019.06.015
Larese Filon, F., Drusian, A., Ronchese, F., and Negro, C. (2019). Video display operator complaints: a 10-year follow-up of visual fatigue and refractive disorders. Int. J. Environ. Res. Public Health 16, 2501. doi: 10.3390/ijerph16142501
LaViola, JJ, Kruijff, E, McMahan, RP, Bowman, DA, and Poupyrev, I. (2017). 3D User Interfaces: Theory and Practice, 2nd ed. New York, NY: Addison-Wesley, 591. p. (Pearson always learning).
LaViola, J. J. (2000). A discussion of cybersickness in virtual environments. ACM SIGCHI Bull. 32, 47–56. doi: 10.1145/333329.333344
Lavoie, R., Main, K., King, C., and King, D. (2020). Virtual experience, real consequences: the potential negative emotional consequences of virtual reality gameplay. Virtual Real. 25, 69–81. doi: 10.1007/s10055-020-00440-y
Le, P., Weisenbach, C. A., Mills, E. H. L., Monforton, L., and Kinney, M. J. (2021). Exploring the interaction between head-supported mass, posture, and visual stress on neck muscle activation. Hum. Factors 65, 365–381. doi: 10.1177/00187208211019154
LeBlanc, V. R. (2009). The effects of acute stress on performance: implications for health professions education. Acad. Med. 84, S25. doi: 10.1097/ACM.0b013e3181b37b8f
Leccese, F., Rocca, M., Salvadori, G., Oner, M., Burattini, C., Bisegna, F., et al. (2021). Laptop displays performance: compliance assessment with visual ergonomics requirements. Displays 68, 102019. doi: 10.1016/j.displa.2021.102019
Lee, D. H., and Han, S. K. (2018). Effects of watching virtual reality and 360° videos on erector spinae and upper trapezius muscle fatigue and cervical flexion-extension angle. KSPE. 35, 1107–1114. doi: 10.7736/KSPE.2018.35.11.1107
Lee, J., Kim, D., Sul, H., and Ko, S. H. (2020). Thermo-haptic materials and devices for wearable virtual and augmented reality. Adv. Funct. Mater. 31, 2007376. doi: 10.1002/adfm.202007376
Lee, K., and Choo, H. (2013). A critical review of selective attention: an interdisciplinary perspective. Artif. Intell. Rev. 40, 27–50. doi: 10.1007/s10462-011-9278-y
Lee, S., Kang, H., and Shin, G. (2015). Head flexion angle while using a smartphone. Ergonomics 58, 220–226. doi: 10.1080/00140139.2014.967311
Legan, M., and Zupan, K. (2020). Prevalence of mobile device-related lower extremity discomfort: a systematic review. Int. J. Occup. Saf. Ergon. 28, 1091–1103. doi: 10.1080/10803548.2020.1863657
Leroy, L. (2016). Eyestrain Reduction in Stereoscopy. London: Wiley-ISTE. doi: 10.1002/9781119318330
Li, C., Sun, C., Sun, M., Yuan, Y., and Li, P. (2020). Effects of brightness levels on stress recovery when viewing a virtual reality forest with simulated natural light. Urban For. Urban Green. 56, 126865. doi: 10.1016/j.ufug.2020.126865
Li, G., Rempel, D., Liu, Y., and Harris-Adamson, C. (2020). The design and assignment of microgestures to commands for virtual and augmented reality tasks. Proc. Hum. Factors Ergon. Soc. Ann. Meet. 64, 2061–2063. doi: 10.1177/1071181320641498
Li, M., Ganni, S., Ponten, J., Albayrak, A., Rutkowski, A., Jakimowicz, J., et al. (2020). “Analysing usability and presence of a virtual reality operating room (VOR) simulator during laparoscopic surgery training,” in 2020 IEEE Conference on Virtual Reality and 3D User Interfaces (VR), 566–572. doi: 10.1109/VR46266.2020.1581301697128
Li, W., Yi, G., Chen, Z., Dai, X., Wu, J., Peng, Y., et al. (2021). Is job strain associated with a higher risk of type 2 diabetes mellitus? A systematic review and meta-analysis of prospective cohort studies. Scand. J. Work Environ. Health 47, 249–257. doi: 10.5271/sjweh.3938
Lim, H. K., Kim, H., Jang, T., and Lee, Y. (2013). Research trends of international guides for human error prevention in nuclear power plants. J. Ergon. Soc. Korea 32, 125–137. doi: 10.5143/JESK.2013.32.1.125
Lim, Y. H., Kim, J. S., Lee, H. W., and Kim, S. H. (2018). Postural instability induced by visual motion stimuli in patients with vestibular migraine. Front. Neurol. 9, 433. doi: 10.3389/fneur.2018.00433
Lin, C. J., Cheng, L. Y., and Yang, C. W. (2021). An investigation of the influence of age on eye fatigue and hand operation performance in a virtual environment. Vis. Comput. 37, 2301–2313. doi: 10.1007/s00371-020-01987-2
Lin, C. W., Hanselaer, P., and Smet, K. A. G. (2020). Relationship between perceived room brightness and light source appearance mode in different media: reality, virtual reality and 2D images. Color Imaging Conf. 2000, 30–35. doi: 10.2352/issn.2169-2629.2020.28.6
Lin, M. I. B., Hong, R. H., and Huang, Y. P. (2020). Influence of virtual keyboard design and usage posture on typing performance and muscle activity during tablet interaction. Ergonomics 63, 1312–1328. doi: 10.1080/00140139.2020.1778097
Lin, Y. X., Venkatakrishnan, R., Venkatakrishnan, R., Ebrahimi, E., Lin, W. C., Babu, S. V., et al. (2020). How the presence and size of static peripheral blur affects cybersickness in virtual reality. ACM Trans. Appl. Percept. 17, 16.1–16.18. doi: 10.1145/3419984
Litleskare, S. (2021). The relationship between postural stability and cybersickness: it's complicated – an experimental trial assessing practical implications of cybersickness etiology. Physiol. Behav. 236, 113422. doi: 10.1016/j.physbeh.2021.113422
Liu, M. Y., Li, N., Li, W. A., and Khan, H. (2017). Association between psychosocial stress and hypertension: a systematic review and meta-analysis. Neurol. Res. 39, 573–580. doi: 10.1080/01616412.2017.1317904
Liu, P., and Li, Z. (2020). Quantitative relationship between time margin and human reliability. Int. J. Ind. Ergon. 78, 102977. doi: 10.1016/j.ergon.2020.102977
Liu, S. H., Yu, N. H., Chan, L., Peng, Y. H., Sun, W. Z., Chen, M. Y., et al. (2019). “PhantomLegs: reducing virtual reality sickness using head-worn haptic devices,” in 2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR) (Osaka: IEEE), 817–826. doi: 10.1109/VR.2019.8798158
Liu, T., Lin, C. C., Huang, K. C., and Chen, Y. C. (2017). Effects of noise type, noise intensity, and illumination intensity on reading performance. Appl. Acoust. 120, 70–74. doi: 10.1016/j.apacoust.2017.01.019
Liu, Y., Guo, X., Fan, Y., Meng, X., and Wang, J. (2021a). Subjective assessment on visual fatigue versus stereoscopic disparities. J. Soc. Inf. Disp. 29, 497–504. doi: 10.1002/jsid.991
Liu, Y., Nishikawa, S., Seong, Y., Niiyama, R., and Kuniyoshi, Y. (2021b). “ThermoCaress: a wearable haptic device with illusory moving thermal stimulation,” in Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems (New York, NY: Association for Computing Machinery), 1–12. doi: 10.1145/3411764.3445777
Lu, X., Yu, D., Liang, H. N., Feng, X., and Xu, W. (2019). “DepthText: leveraging head movements towards the depth dimension for hands-free text entry in mobile virtual reality systems,” in 2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR) (Osaka: IEEE), 1060–1061. doi: 10.1109/VR.2019.8797901
Ludick, M., and Figley, C. R. (2017). Toward a mechanism for secondary trauma induction and reduction: reimagining a theory of secondary traumatic stress. Traumatology 23, 112–123. doi: 10.1037/trm0000096
MacArthur, C., Grinberg, A., Harley, D., and Hancock, M. (2021). “You're making me sick: a systematic review of how virtual reality research considers gender and cybersickness,” in Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems (New York, NY: Association for Computing Machinery), 1–15. (CHI '21). doi: 10.1145/3411764.3445701
Magnusson Hanson, L. L., Westerlund, H., Goldberg, M., Zins, M., Vahtera, J., Hulvej Rod, N., et al. (2017). Work stress, anthropometry, lung function, blood pressure, and blood-based biomarkers: a cross-sectional study of 43,593 French men and women. Sci. Rep. 7, 9282. doi: 10.1038/s41598-017-07508-x
Mahdavi, N., Dianat, I., Heidarimoghadam, R., Khotanlou, H., and Faradmal, J. (2020). A review of work environment risk factors influencing muscle fatigue. Int. J. Ind. Ergon. 80, 103028. doi: 10.1016/j.ergon.2020.103028
Main, L. C., Wolkow, A., and Chambers, T. P. (2017). Quantifying the physiological stress response to simulated maritime pilotage tasks: the influence of task complexity and pilot experience. J. Occup. Environ. Med. 59, 1078–1083. doi: 10.1097/JOM.0000000000001161
Majaranta, P. (2012). “Communication and text entry by gaze,” in Gaze Interaction and Applications of Eye Tracking: Advances in Assistive Technologies, eds P. Majaranta, H. Aoki, M. Donegan, D. W. Hansen, J. P. Hansen, A. Hyrskykari, et al. (Hershey, PA: IGI Global), 63–77. doi: 10.4018/978-1-61350-098-9.ch008
Majaranta, P., and Bulling, A. (2014). “Eye tracking and eye-based human–computer interaction,” in Advances in Physiological Computing, eds S. H. Fairclough, and K. Gilleade (London: Springer London), 39–65. (Human–Computer Interaction Series). doi: 10.1007/978-1-4471-6392-3_3
Makransky, G., Terkildsen, T. S., and Mayer, R. E. (2019). Adding immersive virtual reality to a science lab simulation causes more presence but less learning. Learn. Instr. 60, 225–236. doi: 10.1016/j.learninstruc.2017.12.007
Marcel, M. (2019). Communication apprehension across the career span. Int. J. Bus. Commun. 59, 2329488419856803. doi: 10.1177/2329488419856803
Marchiori, D. M., Mainardes, E. W., and Rodrigues, R. G. (2019). Do individual characteristics influence the types of technostress reported by workers? Int. J. Hum.–Comput. Interact. 35, 218–230. doi: 10.1080/10447318.2018.1449713
Marsh, J. E., Ljung, R., Jahncke, H., MacCutcheon, D., Pausch, F., Ball, L. J., et al. (2018). Why are background telephone conversations distracting? J. Exp. Psychol. Appl. 24, 222–235. doi: 10.1037/xap0000170
Marshev, V., Bolloc'h, J., Pallamin, N., de Bougrenet de la Tocnaye, J. L., Cochener, B., and Nourrit, V. (2021). Impact of virtual reality headset use on eye blinking and lipid layer thickness. J. Fr. 44, 1029–1037. doi: 10.1016/j.jfo.2020.09.032
Matsuda, Y., Nakamura, J., Amemiya, T., Ikei, Y., and Kitazaki, M. (2021). Enhancing virtual walking sensation using self-avatar in first-person perspective and foot vibrations. Front. Virtual Real. 2, 654088. doi: 10.3389/frvir.2021.654088
Matsuura, Y. (2019). “Aftereffect of stereoscopic viewing on human body II,” in Stereopsis and Hygiene, eds H. Takada, M. Miyao, and S. Fateh (Singapore: Springer), 89–99. (Current Topics in Environmental Health and Preventive Medicine). doi: 10.1007/978-981-13-1601-2_8
McCoy, S. K., Hutchinson, S., Hawthorne, L., Cosley, B. J., and Ell, S. W. (2014). Is pressure stressful? The impact of pressure on the stress response and category learning. Cogn. Affect. Behav. Neurosci. 14, 769–781. doi: 10.3758/s13415-013-0215-1
Mcgill, M., Kehoe, A., Freeman, E., and Brewster, S. (2020). Expanding the bounds of seated virtual workspaces. ACM Trans. Comput.-Hum. Interact. 27, 13:1–13:40. doi: 10.1145/3380959
Mcmullan, R. D., Urwin, R., Gates, P., Sunderland, N., and Westbrook, J. I. (2021). Are operating room distractions, interruptions and disruptions associated with performance and patient safety? A systematic review and meta-analysis. Int. J. Qual. Health Care. 33, mzab068. doi: 10.1093/intqhc/mzab068
Mehta, R. K., and Cavuoto, L. A. (2017). Relationship between BMI and fatigability is task dependent. Hum. Factors 59, 722–733. doi: 10.1177/0018720817695194
Melzer, J., Brozoski, F., Letowski, T., Harding, T., and Rash, C. (2009). “Guidelines for HMD design,” in Helmet-Mounted Displays: Sensation, Perception and Cognition Issues, ed C. E. Rash (Fort Novosel, AL: U.S. Army Aeromedical Research Laboratory), 805–848. doi: 10.1037/e614362011-018
Meng, X., Du, R., and Varshney, A. (2020). Eye-dominance-guided foveated rendering. IEEE Trans. Vis. Comput. Graph. 26, 1972–1980. doi: 10.1109/TVCG.2020.2973442
Merhi, O., Faugloire, E., Flanagan, M., and Stoffregen, T. A. (2007). Motion sickness, console video games, and head-mounted displays. Hum. Factors 49, 920–934. doi: 10.1518/001872007X230262
Milleville-Pennel, I., Mars, F., and Pouliquen-Lardy, L. (2020). Sharing spatial information in a virtual environment: how do visual cues and configuration influence spatial coding and mental workload? Virtual Real. 24, 695–712. doi: 10.1007/s10055-020-00430-0
Minutillo, S., Cleary, M., and Visentin, D. (2021). Employee well-being in open-plan office spaces. Issues Ment. Health Nurs. 42, 103–105. doi: 10.1080/01612840.2020.1865072
Mittelstaedt, J., Wacker, J., and Stelling, D. (2018). Effects of display type and motion control on cybersickness in a virtual bike simulator. Displays 51, 43–50. doi: 10.1016/j.displa.2018.01.002
Mittelstaedt, J. M. (2020). Individual predictors of the susceptibility for motion-related sickness: a systematic review. J. Vestib. Res. 30, 165–193. doi: 10.3233/VES-200702
Mittelstaedt, J. M., Wacker, J., and Stelling, D. (2019). VR. aftereffect and the relation of cybersickness and cognitive performance. Virtual Real. 23, 143–154. doi: 10.1007/s10055-018-0370-3
Modi, H. N., Singh, H., Darzi, A., and Leff, D. R. (2020). Multitasking and time pressure in the operating room: impact on surgeons' brain function. Ann. Surg. 272, 648–657. doi: 10.1097/SLA.0000000000004208
Mohler, B. J., Thompson, W. B., Creem-Regehr, S. H., Pick, H. L., and Warren, W. H. (2007). Visual flow influences gait transition speed and preferred walking speed. Exp. Brain Res. 181, 221–228. doi: 10.1007/s00221-007-0917-0
Molnar, B. E., Sprang, G., Killian, K. D., Gottfried, R., Emery, V., Bride, B. E., et al. (2017). Advancing science and practice for vicarious traumatization/secondary traumatic stress: a research agenda. Traumatology 23, 129–142. doi: 10.1037/trm0000122
Moran, A. (1763). “Concentration: attention and performance,” in The Oxford Handbook of Sport and Performance Psychology, 1st ed., ed S. M. Murphy (Oxford: Oxford University Press), 117–130.
Moreira-Silva, I., Santos, R., Abreu, S., and Mota, J. (2013). Associations between body mass index and musculoskeletal pain and related symptoms in different body regions among workers. SAGE Open 3, 2158244013491952. doi: 10.1177/2158244013491952
Mousavi-Khatir, R., Talebian, S., Toosizadeh, N., Olyaei, G. R., and Maroufi, N. (2018). Disturbance of neck proprioception and feed-forward motor control following static neck flexion in healthy young adults. J. Electromyogr. Kinesiol. 41, 160–167. doi: 10.1016/j.jelekin.2018.04.013
Munsamy, A. J., and Chetty, V. (2020). Digital eye syndrome : COVID-19 lockdown side-effect? S. Afr. Med. J. 110, 569–569. doi: 10.7196/SAMJ.2020.v110i7.14906
Muthukrishna, M., and Henrich, J. (2019). A problem in theory. Nat. Hum. Behav. 3, 221–229. doi: 10.1038/s41562-018-0522-1
Myers, S., Govindarajulu, U., Joseph, M. A., and Landsbergis, P. (2021). Work characteristics, body mass index, and risk of obesity: the national quality of work life survey. Ann. Work Exp. Health 65, 291–306. doi: 10.1093/annweh/wxaa098
Nakajima, Y., Tanaka, N., Mima, T., and Izumi, S. I. (2016). Stress recovery effects of high- and low-frequency amplified music on heart rate variability. Behav. Neurol. 2016, e5965894. doi: 10.1155/2016/5965894
Narciso, D., Bessa, M., Melo, M., and Vasconcelos-Raposo, J. (2019). “Virtual reality for training - the impact of smell on presence, cybersickness, fatigue, stress and knowledge transfer,” in 2019 International Conference on Graphics and Interaction (ICGI) (Faro: IEEE), 115–121. doi: 10.1109/ICGI47575.2019.8955071
Narvaez Linares, N. F., Charron, V., Ouimet, A. J., Labelle, P. R., and Plamondon, H. (2020). A systematic review of the Trier Social Stress Test methodology: issues in promoting study comparison and replicable research. Neurobiol. Stress 13, 100235. doi: 10.1016/j.ynstr.2020.100235
Nesbitt, K., and Nalivaiko, E. (2018). “Cybersickness,” in Encyclopedia of Computer Graphics and Games, ed N. Lee (Cham: Springer International Publishing), 1–6. doi: 10.1007/978-3-319-08234-9_252-1
Nichols, S. (1999). Physical ergonomics of virtual environment use. Appl Ergon. 30, 79–90. doi: 10.1016/S0003-6870(98)00045-3
Nichols, S., and Patel, H. (2002). Health and safety implications of virtual reality: a review of empirical evidence. Appl Ergon. 33, 251–271. doi: 10.1016/S0003-6870(02)00020-0
Nisafani, A. S., Kiely, G., and Mahony, C. (2020). Workers' technostress: a review of its causes, strains, inhibitors, and impacts. J. Decis. Syst. 29, 243–258. doi: 10.1080/12460125.2020.1796286
O'Connor, A. R., and Tidbury, L. P. (2018). Stereopsis: are we assessing it in enough depth? Clin. Exp. Optom. 101, 485–494. doi: 10.1111/cxo.12655
Ofek, E., Grubert, J., Pahud, M., Phillips, M., and Kristensson, P. O. (2020). Towards a Practical Virtual Office for Mobile Knowledge Workers. Available online at: https://www.microsoft.com/en-us/research/publication/towards-a-practical-virtual-office-for-mobile-knowledge-workers/ (accessed June 22, 2021).
Oh, H., and Lee, G. (2021). Feasibility of full immersive virtual reality video game on balance and cybersickness of healthy adolescents. Neurosci. Lett. 760, 136063. doi: 10.1016/j.neulet.2021.136063
Olson, B. V., McGuire, C., and Crawford, A. (2020). “Improving the quality of work life: an interdisciplinary lens into the worker experience,” in The Palgrave Handbook of Workplace Well-Being, ed S. Dhiman (Cham: Springer International Publishing), 1–32. doi: 10.1007/978-3-030-02470-3_3-1
Ooi, T. L., and He, Z. J. (2020). Sensory eye dominance: relationship between eye and brain. Eye Brain 12, 25–31. doi: 10.2147/EB.S176931
Ordóñez, L. D., Benson, L., and Pittarello, A. (2015). “Time-pressure perception and decision making,” in The Wiley Blackwell Handbook of Judgment and Decision Making, eds G. Keren, and G. Wu (Chichester: John Wiley and Sons), 517–542. doi: 10.1002/9781118468333.ch18
Pabst, S., Brand, M., and Wolf, O. T. (2013). Stress and decision making: a few minutes make all the difference. Behav. Brain Res. 250, 39–45. doi: 10.1016/j.bbr.2013.04.046
Paik, S., Jeon, Y., Shih, P. C., and Han, K. I. (2021). “Feel more engaged when i move!: deep learning-based backward movement detection and its application,” in 2021 IEEE Virtual Reality and 3D User Interfaces (VR) (Lisboa: IEEE), 483–492. doi: 10.1109/VR50410.2021.00072
Palada, H., Neal, A., Tay, R., and Heathcote, A. (2018). Understanding the causes of adapting, and failing to adapt, to time pressure in a complex multistimulus environment. J. Exp. Psychol. Appl. 24, 380–399. doi: 10.1037/xap0000176
Palmisano, S., Allison, R. S., and Kim, J. (2020). Cybersickness in head-mounted displays is caused by differences in the user's virtual and physical head pose. Front. Virtual Real. 1, 587698. doi: 10.3389/frvir.2020.587698
Palmisano, S., Allison, R. S., Schira, M. M., and Barry, R. J. (2015). Future challenges for vection research: definitions, functional significance, measures, and neural bases. Front. Psychol. 6, 193. doi: 10.3389/fpsyg.2015.00193
Palmisano, S., Mursic, R., and Kim, J. (2017). Vection and cybersickness generated by head-and-display motion in the Oculus Rift. Displays 46, 1–8. doi: 10.1016/j.displa.2016.11.001
Palmisano, S., Szalla, L., and Kim, J. (2019). “Monocular viewing protects against cybersickness produced by head movements in the oculus rift,” in 25th ACM Symposium on Virtual Reality Software and Technology (New York, NY: Association for Computing Machinery), 1–2. (VRST '19). doi: 10.1145/3359996.3364699
Panke, K., Pladere, T., Velina, M., Svede, A., Ikaunieks, G., Krumina, G., et al. (2019). “Ocular performance evaluation: how prolonged near work with virtual and real 3D image modifies our visual system,” in Proceedings of the 2nd International Conference on Applications of Intelligent Systems (New York, NY: Association for Computing Machinery), 1–5. (APPIS '19). doi: 10.1145/3309772.3309786
Park, S. H., Lee, P. J., Jung, T., and Swenson, A. (2020). Effects of the aural and visual experience on psycho-physiological recovery in urban and rural environments. Appl. Acoust. 169, 107486. doi: 10.1016/j.apacoust.2020.107486
Paroz, A., and Potter, L. E. (2017). “Cybersickness and migraine triggers: exploring common ground,” in Proceedings of the 29th Australian Conference on Computer-Human Interaction (New York, NY: Association for Computing Machinery), 417–421. (OZCHI '17). doi: 10.1145/3152771.3156148
Paroz, A., and Potter, L. E. (2018). “Impact of air flow and a hybrid locomotion system on cybersickness,” in Proceedings of the 30th Australian Conference on Computer-Human Interaction (New York, NY: Association for Computing Machinery), 582–586. (OzCHI '18). doi: 10.1145/3292147.3292229
Parsons, T. D., Larson, P., Kratz, K., Thiebaux, M., Bluestein, B., Buckwalter, J. G., et al. (2004). Sex differences in mental rotation and spatial rotation in a virtual environment. Neuropsychologia 42, 555–562. doi: 10.1016/j.neuropsychologia.2003.08.014
Paszkiel, S., Dobrakowski, P., and Łysiak, A. (2020). The impact of different sounds on stress level in the context of EEG, cardiac measures and subjective stress level: a pilot study. Brain Sci. 10, 728. doi: 10.3390/brainsci10100728
Patney, A., Salvi, M., Kim, J., Kaplanyan, A., Wyman, C., Benty, N., et al. (2016). Towards foveated rendering for gaze-tracked virtual reality. ACM Trans. Graph. 35, 1–11. doi: 10.1145/2980179.2980246
Patterson, R. (2009). Review paper: human factors of stereo displays: an update. J. Soc. Inf. Display 17, 987. doi: 10.1889/JSID17.12.987
Patterson, R. E. (2015). “Basics of human binocular vision,” in Human Factors of Stereoscopic 3D Displays, ed R. E. Patterson (London: Springer), 9–21. doi: 10.1007/978-1-4471-6651-1_2
Paxion, J., Galy, E., and Berthelon, C. (2014). Mental workload and driving. Front Psychol. 5, 1344. doi: 10.3389/fpsyg.2014.01344
Penumudi, S. A., Kuppam, V. A., Kim, J. H., and Hwang, J. (2020). The effects of target location on musculoskeletal load, task performance, and subjective discomfort during virtual reality interactions. Appl. Ergon. 84, 103010. doi: 10.1016/j.apergo.2019.103010
Perez, L. M., Jones, J., Englert, D. R., and Sachau, D. (2010). Secondary traumatic stress and burnout among law enforcement investigators exposed to disturbing media images. J. Police Crim. Psych. 25, 113–124. doi: 10.1007/s11896-010-9066-7
Petri, K., Feuerstein, K., Folster, S., Bariszlovich, F., and Witte, K. (2020). Effects of age, gender, familiarity with the content, and exposure time on cybersickness in immersive head-mounted display based virtual reality. Am. J. Biomed. Sci. 12, 107–121. doi: 10.5099/aj200200107
Piano, M. E. F., Tidbury, L. P., and O'Connor, A. R. (2016). Normative values for near and distance clinical tests of stereoacuity. Strabismus 24, 169–172. doi: 10.1080/09273972.2016.1242636
Pietroszek, K. (2015). 3D Pointing with Everyday Devices: Speed, Occlusion, Fatigue [PhD Thesis]. Waterloo, ON: University of Waterloo.
Pietroszek, K. (2018). “Virtual hand metaphor in virtual reality,” in Encyclopedia of Computer Graphics and Games, ed N. Lee (Cham: Springer International Publishing), 1–3. doi: 10.1007/978-3-319-08234-9_178-1
Plouzeau, J., Chardonnet, J., and Merienne, F. (2018). “Using cybersickness indicators to adapt navigation in virtual reality: a pre-study,” in 2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR) (Tuebingen/Reutlingen: IEEE), 661–662. doi: 10.1109/VR.2018.8446192
Plouzeau, J., Dorado, J. L., Paillot, D., and Merienne, F. (2017). Effect of footstep vibrations and proprioceptive vibrations used with an innovative navigation method,” in 2017 IEEE Symposium on 3D User Interfaces (3DUI) (Los Angeles, CA: IEEE), 241–242. doi: 10.1109/3DUI.2017.7893361
Pöhlmann, K. M. T., Föcker, J., Dickinson, P., Parke, A., and O'Hare, L. (2021). The effect of motion direction and eccentricity on vection, VR sickness and head movements in virtual reality. Multisens. Res. 34, 623–662. doi: 10.1163/22134808-bja10049
Porcino, T., Rodrigues, E. O., Silva, A., Clua, E., and Trevisan, D. (2020a). “Using the gameplay and user data to predict and identify causes of cybersickness manifestation in virtual reality games,” in 2020 IEEE 8th International Conference on Serious Games and Applications for Health (SeGAH) (Vancouver, BC: IEEE), 1–8. doi: 10.1109/SeGAH49190.2020.9201649
Porcino, T., Trevisan, D., and Clua, E. (2020b). “Minimizing cybersickness in head-mounted display systems: causes and strategies review,” in 2020 22nd Symposium on Virtual and Augmented Reality (SVR) (Porto de Galinhas: IEEE), 154–163. doi: 10.1109/SVR51698.2020.00035
Porcino, T. M., Clua, E., Trevisan, D., Vasconcelos, C. N., and Valente, L. (2017). “Minimizing cyber sickness in head mounted display systems: design guidelines and applications,” in 2017 IEEE 5th International Conference on Serious Games and Applications for Health (SeGAH) (Perth, Australia: IEEE), 1–6. doi: 10.1109/SeGAH.2017.7939283
Prasad, K., Poplau, S., Brown, R., Yale, S., Grossman, E., Varkey, A. B., et al. (2020). Time pressure during primary care office visits: a prospective evaluation of data from the healthy work place study. J. Gen. Intern. Med. 35, 465–472. doi: 10.1007/s11606-019-05343-6
Prem, R., Paškvan, M., Kubicek, B., and Korunka, C. (2018). Exploring the ambivalence of time pressure in daily working life. Int. J. Stress Manag. 25, 35–43. doi: 10.1037/str0000044
Pritchard, S. E., Tse, C. T. F., McDonald, A. C., and Keir, P. J. (2019). Postural and muscular adaptations to repetitive simulated work. Ergonomics 62, 1214–1226. doi: 10.1080/00140139.2019.1626491
Rabin, J., Cha, C., Nguyen, M., Renteria, L., Abebe, F., Wastani, A., et al. (2020). Cool (blue) vs. warm (yellow) displays enhance visual function. Eye 34, 2347–2348. doi: 10.1038/s41433-020-0793-4
Radner, W., and Benesch, T. (2019). Age-related course of visual acuity obtained with ETDRS 2000 charts in persons with healthy eyes. Graefes Arch. Clin. Exp. Ophthalmol. 257, 1295–1301. doi: 10.1007/s00417-019-04320-3
Ramadan, M. Z., and Alhaag, M. H. (2018). Evaluating the user physical stresses associated with watching 3D and 2D displays over extended time using heart rate variability, galvanic skin resistance, and performance measure. J. Sens. 2018, e2632157. doi: 10.1155/2018/2632157
Ranasinghe, N., Jain, P., Tolley, D., Karwita Tailan, S., Yen, C. C., Do, E. Y. L., et al. (2020). “Exploring the use of olfactory stimuli towards reducing visually induced motion sickness in virtual reality,” in Symposium on Spatial User Interaction (New York, NY: Association for Computing Machinery), 1–9. (SUI '20). doi: 10.1145/3385959.3418451
Ranasinghe, P., Wathurapatha, W. S., Perera, Y. S., Lamabadusuriya, D. A., Kulatunga, S., Jayawardana, N., et al. (2016). Computer vision syndrome among computer office workers in a developing country: an evaluation of prevalence and risk factors. BMC Res. Notes 9, 150. doi: 10.1186/s13104-016-1962-1
Rangelova, S., and Andre, E. (2019). A survey on simulation sickness in driving applications with virtual reality head-mounted displays. Presence 27, 15–31. doi: 10.1162/pres_a_00318
Rangelova, S., Motus, D., and André, E. (2020). “Cybersickness among gamers: an online survey,” inAdvances in Human Factors in Wearable Technologies and Game Design, ed T. Ahram (Cham: Springer International Publishing), 192–201. (Advances in Intelligent Systems and Computing). doi: 10.1007/978-3-030-20476-1_20
Rantala, J., Kangas, J., Koskinen, O., Nukarinen, T., and Raisamo, R. (2021). Comparison of controller-based locomotion techniques for visual observation in virtual reality. Multimodal Technol. Interact. 5, 31. doi: 10.3390/mti5070031
Rebenitsch, L., and Owen, C. (2014). “Individual variation in susceptibility to cybersickness,” in Proceedings of the 27th Annual ACM Symposium on User Interface Software and Technology (New York, NY: Association for Computing Machinery), 309–317. (UIST '14). doi: 10.1145/2642918.2647394
Rebenitsch, L., and Owen, C. (2016). Review on cybersickness in applications and visual displays. Virtual Real. 20, 101–125. doi: 10.1007/s10055-016-0285-9
Rebenitsch, L., and Owen, C. (2017). “Evaluating factors affecting virtual reality display,” in Virtual, Augmented and Mixed Reality, eds S. Lackey, and J. Chen (Cham: Springer International Publishing), 544–555. doi: 10.1007/978-3-319-57987-0_44
Rebenitsch, L., and Owen, C. (2021). Estimating cybersickness from virtual reality applications. Virtual Real. 25, 165–174. doi: 10.1007/s10055-020-00446-6
Reinten, J., Braat-Eggen, P. E., Hornikx, M., Kort, H. S. M., and Kohlrausch, A. (2017). The indoor sound environment and human task performance: a literature review on the role of room acoustics. Build. Environ. 123, 315–332. doi: 10.1016/j.buildenv.2017.07.005
Rieger, T., Heilmann, L., and Manzey, D. (2021). Visual search behavior and performance in luggage screening: effects of time pressure, automation aid, and target expectancy. Cogn Research. 6, 12. doi: 10.1186/s41235-021-00280-7
Risi, D., and Palmisano, S. (2019a). “Can we predict susceptibility to cybersickness?” in 25th ACM Symposium on Virtual Reality Software and Technology (New York, NY: Association for Computing Machinery), 1–2. (VRST '19). doi: 10.1145/3359996.3364705
Risi, D., and Palmisano, S. (2019b). Effects of postural stability, active control, exposure duration and repeated exposures on HMD induced cybersickness. Displays 60, 9–17. doi: 10.1016/j.displa.2019.08.003
Roesler, R., and McGaugh, J. L. (2019). “Memory consolidation,: in Reference Module in Neuroscience and Biobehavioral Psychology (Amsterdam: Elsevier). Available online at: https://www.sciencedirect.com/science/article/pii/B9780128093245214934 (accessed February 12, 2021).
Roman-Liu, D., and Tokarski, T. (2021). Age-related differences in bimanual coordination performance. Int. J. Occup. Saf. Ergon. 27, 620–632. doi: 10.1080/10803548.2020.1759296
Russeng, S. S., Salmah, A. U., Saleh, L. M., Achmad, H., and Nr, A. R. (2020). The influence of workload, body mass index (BMI), duration of work toward fatigue of nurses in Dr. M Haulussy General Hospital Ambon. Syst. Rev. Pharm. 11, 288–292. doi: 10.31838/srp.2020.4.41
Saeidi, S., Rentala, G., Rizzuto, T., Hong, T., Johannsen, N., Zhu, Y., et al. (2021). Exploring thermal state in mixed immersive virtual environments. J. Build. Eng. 44, 102918. doi: 10.1016/j.jobe.2021.102918
Salinas, M. M., Wilken, J. M., and Dingwell, J. B. (2017). How humans use visual optic flow to regulate stepping during walking. Gait Posture. 57, 15–20. doi: 10.1016/j.gaitpost.2017.05.002
Sánchez-Brau, M., Domenech-Amigot, B., Brocal-Fernández, F., Quesada-Rico, J. A., and Seguí-Crespo, M. (2020). Prevalence of computer vision syndrome and its relationship with ergonomic and individual factors in presbyopic VDT workers using progressive addition lenses. Int. J. Environ. Res. Public Health. 17, 1003. doi: 10.3390/ijerph17031003
Saracini, C., Basso, D., and Olivetti Belardinelli, M. (2020). “Stereoscopy does not improve metric distance estimations in virtual environments,” in Proceedings of the 2nd International and Interdisciplinary Conference on Image and Imagination, ed E. Cicalò (Cham: Springer International Publishing), 907–922. (Advances in Intelligent Systems and Computing). doi: 10.1007/978-3-030-41018-6_74
Saredakis, D., Szpak, A., Birckhead, B., Keage, H. A. D., Rizzo, A., Loetscher, T., et al. (2020). Factors associated with virtual reality sickness in head-mounted displays: a systematic review and meta-analysis. Front. Hum. Neurosci. 14, 96. doi: 10.3389/fnhum.2020.00096
Scarfe, P., and Glennerster, A. (2019). The science behind virtual reality displays. Ann. Rev. Vis. Sci. 5, 529–547. doi: 10.1146/annurev-vision-091718-014942
Schmitt, C., Schwenk, J. C. B., Schütz, A., Churan, J., Kaminiarz, A., Bremmer, F., et al. (2021). Preattentive processing of visually guided self-motion in humans and monkeys. Prog. Neurobiol. 205, 102117. doi: 10.1016/j.pneurobio.2021.102117
Schubert, R. S., Hartwig, J., Müller, M., Groh, R., and Pannasch, S. (2016). “Are age differences missing in relative and absolute distance perception of stereoscopically presented virtual objects?” in Proceedings of the 22nd ACM Conference on Virtual Reality Software and Technology (New York, NY: Association for Computing Machinery), 307–308. (VRST '16). doi: 10.1145/2993369.2996334
Sepich, N. C., Jasper, A., Fieffer, S., Gilbert, S. B., Dorneich, M. C., Kelly, J. W., et al. (2022). The impact of task workload on cybersickness. Front. Virtual Real. 3, 943409. doi: 10.3389/frvir.2022.943409
Sesboüé, B., and Guincestre, J. Y. (2006). Muscular fatigue. Ann. Réadapt. Méd. Phys. 49, 348–354. doi: 10.1016/j.annrmp.2006.04.020
Shamsuddin, S. N. W., Lesk, V., and Ugail, H. (2011). Virtual environment design guidelines for elderly people in early detection of dementia. Int. J. Biomed. Biol. Eng. 5, 603–607.
Shannon, C., Havey, E., and Vasavada, A. (2019). Sit-stand workstations: relations among postural sway, task, proprioception and discomfort. Proc. Hum. Factors Ergon. Soc. Annu. Meet. 63, 972–976. doi: 10.1177/1071181319631318
Shariat, A., Cardoso, J. R., Cleland, J. A., Danaee, M., Ansari, N. N., Kargarfard, M., et al. (2018). Prevalence rate of neck, shoulder and lower back pain in association with age, body mass index and gender among Malaysian office workers. Work 60, 191–199. doi: 10.3233/WOR-182738
Sharples, S., Cobb, S., Moody, A., and Wilson, J. R. (2008). Virtual reality induced symptoms and effects (VRISE): comparison of head mounted display (HMD), desktop and projection display systems. Displays 29, 58–69. doi: 10.1016/j.displa.2007.09.005
Shen, R., Weng, D., Guo, J., Fang, H., and Jiang, H. (2019). “Effects of dynamic disparity on visual fatigue caused by watching 2D videos in HMDs,” in Image and Graphics Technologies and Applications, eds Y. Wang, Q. Huang, and Y. Peng (Singapore: Springer), 310–321. doi: 10.1007/978-981-13-9917-6_30
Shepard, R. N., and Metzler, J. (1971). Mental rotation of three-dimensional objects. Science 171, 701–703. doi: 10.1126/science.171.3972.701
Sheppard, A. L., and Wolffsohn, J. S. (2018). Digital eye strain: prevalence, measurement and amelioration. BMJ Open Ophthalmol. 3, e000146. doi: 10.1136/bmjophth-2018-000146
Shi, R., Liang, H. N., Wu, Y., Yu, D., and Xu, W. (2021). Virtual reality sickness mitigation methods: a comparative study in a racing game. Proc. ACM Comput. Graph. Interact Tech. 4, 8:1–8:16. doi: 10.1145/3451255
Shibata, T., Kim, J., Hoffman, D. M., and Banks, M. S. (2011). The zone of comfort: predicting visual discomfort with stereo displays. J. Vis. 11, 1–29. doi: 10.1167/11.8.11
Shields, G. S., Sazma, M. A., McCullough, A. M., and Yonelinas, A. P. (2017). The effects of acute stress on episodic memory: a meta-analysis and integrative review. Psychol. Bull. 143, 636–675. doi: 10.1037/bul0000100
Shields, G. S., Sazma, M. A., and Yonelinas, A. P. (2016). The effects of acute stress on core executive functions: a meta-analysis and comparison with cortisol. Neurosci. Biobehav. Rev. 68, 651–668. doi: 10.1016/j.neubiorev.2016.06.038
Shortz, A. E., and Mehta, R. K. (2017). Cognitive challenges, aging, and neuromuscular fatigue. Physiol. Behav. 170, 19–26. doi: 10.1016/j.physbeh.2016.11.034
Shuda, Q., Bougoulias, M. E., and Kass, R. (2020). Effect of nature exposure on perceived and physiologic stress: a systematic review. Complement Ther. Med. 53, 102514. doi: 10.1016/j.ctim.2020.102514
Siddig, A., Sun, P. W., Parker, M. A., and Hines, A. (2019). Perception Deception: Audio-Visual Mismatch in Virtual Reality Using The McGurk Effect. Pre-Print. Available online at: https://www.semanticscholar.org/paper/Perception-Deception%3A-Audio-Visual-Mismatch-in-The-Siddig-Sun/221c47de6ae03ebba78fe311f86410394c5f409d (accessed July 8, 2021).
Sidenmark, L., Clarke, C., Zhang, X., Phu, J., and Gellersen, H. (2020). “Outline pursuits: gaze-assisted selection of occluded objects in virtual reality,” in Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems (New York, NY: Association for Computing Machinery), 1–13. doi: 10.1145/3313831.3376438
Silva, N., Blascheck, T., Jianu, R., Rodrigues, N., Weiskopf, D., Raubal, M., et al. (2019). “Eye tracking support for visual analytics systems: foundations, current applications, and research challenges,” in Proceedings of the 11th ACM Symposium on Eye Tracking Research and Applications (New York, NY: Association for Computing Machinery), 1–10. (ETRA '19). doi: 10.1145/3314111.3319919
Singh, S., Downie, L. E., and Anderson, A. J. (2021). Do blue-blocking lenses reduce eye strain from extended screen time? A double-masked randomized controlled trial. Am. J. Ophthalmol. 226, 243–251. doi: 10.1016/j.ajo.2021.02.010
Smith, S. L., and Mosier, J. N. (1986). Guidelines for Designing User Interface Software. Bedford, MA: MITRE Corporation. doi: 10.21236/ADA177198
Smith, S. P., and Du'Mont, S. (2009). “Measuring the effect of gaming experience on virtual environment navigation tasks,” in 2009 IEEE Symposium on 3D User Interfaces (Lafayette, LA: IEEE), 3–10. doi: 10.1109/3DUI.2009.4811198
So, R. H. Y., Lo, W. T., and Ho, A. T. K. (2001). Effects of navigation speed on motion sickness caused by an immersive virtual environment. Hum. Factors 43, 452–461. doi: 10.1518/001872001775898223
Sokhadze, E. M. (2007). Effects of music on the recovery of autonomic and electrocortical activity after stress induced by aversive visual stimuli. Appl. Psychophysiol. Biofeedback 32, 31–50. doi: 10.1007/s10484-007-9033-y
Somrak, A., Humar, I., Hossain, M. S., Alhamid, M. F., Hossain, M. A., Guna, J., et al. (2019). Estimating VR sickness and user experience using different HMD technologies: an evaluation study. Future Gener. Comput. Syst. 94, 302–316. doi: 10.1016/j.future.2018.11.041
Song, J., Chung, T., Kang, J., and Nam, K. (2011). “The changes in performance during stress-inducing cognitive task: focusing on processing difficulty,” in Future Information Technology, eds J. J. Park, L. T. Yang, and C. Lee (Berlin, Heidelberg: Springer), 345–347. doi: 10.1007/978-3-642-22309-9_44
Song, Y., Liu, Y., and Yan, Y. (2019). “The effects of center of mass on comfort of soft belts virtual reality devices,” in Advances in Ergonomics in Design, eds F. Rebelo, and M. M. Soares (Cham: Springer International Publishing), 312–321. doi: 10.1007/978-3-319-94706-8_35
Souchet, A. D. (2020). Visual Fatigue Impacts on Learning via Serious Game in Virtual Reality [PhD Thesis]. Saint-Denis: Paris 8 University.
Souchet, A. D., Lourdeaux, D., Pagani, A., and Rebenitsch, L. (2022). A narrative review of immersive virtual reality's ergonomics and risks at the workplace: cybersickness, visual fatigue, muscular fatigue, acute stress, and mental overload. Virtual Real. 27, 19–50. doi: 10.1007/s10055-022-00672-0
Souchet, A. D., Philippe, S., Lévêque, A., Ober, F., and Leroy, L. (2021). Short- and long-term learning of job interview with a serious game in virtual reality: influence of eyestrain, stereoscopy, and apparatus. Virtual Real. 26, 583–600. doi: 10.1007/s10055-021-00548-9
Souchet, A. D., Philippe, S., Ober, F., Lévêque, A., and Leroy, L. (2019). “Investigating cyclical stereoscopy effects over visual discomfort and fatigue in virtual reality while learning,” in 2019 IEEE International Symposium on Mixed and Augmented Reality (ISMAR) (Beijing: IEEE), 328–338. doi: 10.1109/ISMAR.2019.00031
Souchet, A. D., Philippe, S., Zobel, D., Ober, F., Lévěque, A., Leroy, L., et al. (2018). “Eyestrain impacts on learning job interview with a serious game in virtual reality: a randomized double-blinded study,” in Proceedings of the 24th ACM Symposium on Virtual Reality Software and Technology (Tokyo), 1–12. doi: 10.1145/3281505.3281509
Speed, G., Harris, K., and Keegel, T. (2018). The effect of cushioning materials on musculoskeletal discomfort and fatigue during prolonged standing at work: a systematic review. Appl. Ergon. 70, 300–314. doi: 10.1016/j.apergo.2018.02.021
Speicher, M., Hell, P., Daiber, F., Simeone, A., and Krüger, A. (2018). “A virtual reality shopping experience using the apartment metaphor,” in Proceedings of the 2018 International Conference on Advanced Visual Interfaces (New York, NY: Association for Computing Machinery), 1–9. (AVI '18). doi: 10.1145/3206505.3206518
Speranza, F., Tam, W. J., Renaud, R., and Hur, N. (2006). “Effect of disparity and motion on visual comfort of stereoscopic images,” in Proceedings Volume 6055, Stereoscopic Displays and Virtual Reality Systems XIII (San Jose, CA). doi: 10.1117/12.640865
Sprang, G., Ford, J., Kerig, P., and Bride, B. (2019). Defining secondary traumatic stress and developing targeted assessments and interventions: lessons learned from research and leading experts. Traumatology 25, 72–81. doi: 10.1037/trm0000180
Stanney, K., Fidopiastis, C., and Foster, L. (2020a). Virtual reality is sexist: but it does not have to be. Front. AI. 7, 4. doi: 10.3389/frobt.2020.00004
Stanney, K., Lawson, B. D., Rokers, B., Dennison, M., Fidopiastis, C., Stoffregen, T., et al. (2020b). Identifying causes of and solutions for cybersickness in immersive technology: reformulation of a research and development agenda. Int. J. Hum. Comput. Interact. 36, 1783–1803. doi: 10.1080/10447318.2020.1828535
Stanney, K. M., Graeber, D. A., and Kennedy, R. S. (2021a). Virtual Environment Usage protocols,” inHandbook of Human Factors and Ergonomics, 5th ed., eds W. Karwowski, A. Szopa, and M. M. Soares (London: CRC Press), 495–511. doi: 10.1201/9780429169243-29-34
Stanney, K. M., Hale, K. S., Nahmens, I., and Kennedy, R. S. (2003a). What to expect from immersive virtual environment exposure: influences of gender, body mass index, and past experience. Hum. Factors 45, 504–520. doi: 10.1518/hfes.45.3.504.27254
Stanney, K. M., Mollaghasemi, M., Reeves, L., Breaux, R., and Graeber, D. A. (2003b). Usability engineering of virtual environments (VEs): identifying multiple criteria that drive effective VE system design. Int. J. Hum. Comput. Stud. 58, 447–481. doi: 10.1016/S1071-5819(03)00015-6
Stanney, K. M., Mourant, R. R., and Kennedy, R. S. (1998). Human factors issues in virtual environments: a review of the literature. Presence 7, 327–351. doi: 10.1162/105474698565767
Stanney, K. M., Nye, H., Haddad, S., Hale, K. S., Padron, C. K., Cohn, J. V., et al. (2021b). “Extended reality (XR) environments,” in Handbook of Human Factors and Ergonomics, 5th ed., eds W. Karwowski, A. Szopa, and M. M. Soares (Boca Raton, FL: CRC Press), 782–815. doi: 10.1002/9781119636113.ch30
Staresina, B. P., and Wimber, M. (2019). A neural chronometry of memory recall. Trends Cogn Sci. 23, 1071–1085. doi: 10.1016/j.tics.2019.09.011
Stauffert, J. P., Korwisi, K., Niebling, F., and Latoschik, M. E. (2021). “Ka-Boom!!! visually exploring latency measurements for XR,” in Extended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems (Yokohama), 1–9. doi: 10.1145/3411763.3450379
Stauffert, J. P., Niebling, F., and Latoschik, M. E. (2020). Latency and cybersickness: impact, causes, and measures. A review. Front. Virtual Real. 1, 582204. doi: 10.3389/frvir.2020.582204
Steinman, B., Scheiman, M., and Wick, B. (2014). Clinical Management of Binocular Vision: Heterophoric, Accommodative, and Eye Movement Disorders. Baltimore, MD: Lippincott Williams & Wilkins.
Stratton, S. J. (2016). Comprehensive reviews. Prehosp. Disaster Med. 31, 347–348. doi: 10.1017/S1049023X16000649
Su, Z. B., Li, D. R., Li, B., and Ren, H. (2018). “Objective visual comfort assessment model of stereoscopic images based on BP neural network,” in 2018 Tenth International Conference on Advanced Computational Intelligence (ICACI) (Xiamen: IEEE), 426–431. doi: 10.1109/ICACI.2018.8377497
Sugita, N., Sasaki, K., Yoshizawa, M., Ichiji, K., Abe, M., Homma, N., et al. (2019). Effect of viewing a three-dimensional movie with vertical parallax. Displays 58, 20–26. doi: 10.1016/j.displa.2018.10.007
Sulutvedt, U., Zavagno, D., Lubell, J., Leknes, S., de Rodez Benavent, S. A., Laeng, B., et al. (2021). Brightness perception changes related to pupil size. Vision Res. 178, 41–47. doi: 10.1016/j.visres.2020.09.004
Sun, Y., Kar, G., Stevenson Won, A., and Hedge, A. (2019). Postural risks and user experience of 3d interface designs for virtual reality-based learning environments. Proc. Hum. Factors Ergon. Soc. Ann. Meet. 63, 2313–2317. doi: 10.1177/1071181319631023
Sun, Z., Cheng, Z., Liang, H., Jiang, H., and Wang, J. (2020). “Research on visual fatigue related to parallax,” in Advances in 3D Image and Graphics Representation, Analysis, Computing and Information Technology, eds R. Kountchev, S. Patnaik, J. Shi, and M. N. Favorskaya (Singapore: Springer Singapore), 513–521. (Smart Innovation, Systems and Technologies; vol. 180). doi: 10.1007/978-981-15-3867-4_60
Sweeney, L. E., Seidel, D., Day, M., Gray, L. S., and TYPE1PD (2014). Adaptive virtual environments for neuropsychological assessment in serious games. Vis. Res. 105, 121–129. doi: 10.1016/j.visres.2014.10.007
Szalma, J. L., and Hancock, P. A. (2011). Noise effects on human performance: a meta-analytic synthesis. Psychol. Bull. 137, 682–707. doi: 10.1037/a0023987
Szeto, G. P. Y., and Sham, K. S. W. (2008). The effects of angled positions of computer display screen on muscle activities of the neck–shoulder stabilizers. Int. J. Ind. Ergon. 38, 9–17. doi: 10.1016/j.ergon.2007.07.014
Szeto, G. P. Y., Straker, L. M., and O'Sullivan, P. B. (2005). A. comparison of symptomatic and asymptomatic office workers performing monotonous keyboard work-−2: neck and shoulder kinematics. Man. Ther. 10, 281–291. doi: 10.1016/j.math.2005.01.005
Szopa, A., and Soares, M. M. (2021). Handbook of Standards and Guidelines in Human Factors and Ergonomics, 2nd ed., ed W. Karwowski. London: CRC Press. Available online at: https://www.taylorfrancis.com/books/9781466594531 (accessed June 22, 2021).
Szpak, A., Michalski, S. C., and Loetscher, T. (2020). Exergaming with beat saber: an investigation of virtual reality aftereffects. J. Med. Internet Res. 22, e19840. doi: 10.2196/19840
Tan, M. K. S., Goode, S., and Richardson, A. (2020). Understanding negotiated anti-malware interruption effects on user decision quality in endpoint security. Behav. Inf. Technol. 40, 903–932. doi: 10.1080/0144929X.2020.1734087
Tarafdar, M., Cooper, C. L., and Stich, J. (2019). The technostress trifecta - techno eustress, techno distress and design: theoretical directions and an agenda for research. Info Systems J. 29, 6–42. doi: 10.1111/isj.12169
Tarafdar, M., Pirkkalainen, H., Salo, M., and Makkonen, M. (2020). Taking on the “Dark Side”—-coping with technostress. IT Prof. 22, 82–89. doi: 10.1109/MITP.2020.2977343
Teixeira, J., and Palmisano, S. (2021). Effects of dynamic field-of-view restriction on cybersickness and presence in HMD-based virtual reality. Virtual Real. 25, 433–445. doi: 10.1007/s10055-020-00466-2
Tellefsen Nøland, S., Badian, R. A., Utheim, T. P., Utheim, Ø. A., Stojanovic, A., Tashbayev, B., et al. (2021). Sex and age differences in symptoms and signs of dry eye disease in a Norwegian cohort of patients. Ocul. Surf. 19, 68–73. doi: 10.1016/j.jtos.2020.11.009
Terenzi, L., and Zaal, P. (2020). “Rotational and translational velocity and acceleration thresholds for the onset of cybersickness in virtual reality,” in AIAA Scitech 2020 Forum (Orlando, FL: American Institute of Aeronautics and Astronautics). doi: 10.2514/6.2020-0171
Theorell, T., Hammarström, A., Aronsson, G., Träskman Bendz, L., Grape, T., Hogstedt, C., et al. (2015). A systematic review including meta-analysis of work environment and depressive symptoms. BMC Public Health 15, 738. doi: 10.1186/s12889-015-1954-4
Theresa Pöhlmann, K. M., O'Hare, L., Föcker, J., Parke, A., and Dickinson, P. (2021). “Is virtual reality sickness elicited by illusory motion affected by gender and prior video gaming experience?” in 2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW) (Lisbon: IEEE), 426–427. doi: 10.1109/VRW52623.2021.00095
Thoma, M. V., Marca, R. L., Brönnimann, R., Finkel, L., Ehlert, U., Nater, U. M., et al. (2013). The effect of music on the human stress response. PLOS ONE 8, e70156. doi: 10.1371/journal.pone.0070156
Tian, F., Zhang, Y., and Li, Y. (2021). From 2D to VR film: a research on the load of different cutting rates based on EEG data processing. Information 12, 130. doi: 10.3390/info12030130
Tian, N., Clément, R., Lopes, P., and Boulic, R. (2020). “On the effect of the vertical axis alignment on cybersickness and game experience in a supine posture,” in 2020 IEEE Conference on Games (CoG) (Osaka: IEEE), 359–366. doi: 10.1109/CoG47356.2020.9231830
Tobaruela, G., Schuster, W., Majumdar, A., Ochieng, W. Y., Martinez, L., Hendrickx, P., et al. (2014). method to estimate air traffic controller mental workload based on traffic clearances. J. Air Transp. Manag. 39, 59–71. doi: 10.1016/j.jairtraman.2014.04.002
Toh, S. H., Coenen, P., Howie, E. K., and Straker, L. M. (2017). The associations of mobile touch screen device use with musculoskeletal symptoms and exposures: a systematic review. PLoS ONE 12, e0181220. doi: 10.1371/journal.pone.0181220
Toscani, M., Gil, R., Guarnera, D., Guarnera, G., Kalouaz, A., Gegenfurtner, K. R., et al. (2019). “Assessment of OLED head mounted display for vision research with virtual reality,” in 2019 15th International Conference on Signal-Image Technology Internet-Based Systems (SITIS) (Sorrento: IEEE), 738–745. doi: 10.1109/SITIS.2019.00120
Toth, A. J., and Campbell, M. J. (2019). Investigating sex differences, cognitive effort, strategy, and performance on a computerised version of the mental rotations test via eye tracking. Sci. Rep. 9, 19430. doi: 10.1038/s41598-019-56041-6
Tsai, S. E., Tsai, W. L., Pan, T. Y., Kuo, C. M., and Hu, M. C. (2021). “Does virtual odor representation influence the perception of olfactory intensity and directionality in VR?” in 2021 IEEE Virtual Reality and 3D User Interfaces (VR) (Lisboa: IEEE), 279–285. doi: 10.1109/VR50410.2021.00050
Turnbull, P. R. K., Wong, J., Feng, J., Wang, M. T. M., and Craig, J. P. (2019). Effect of virtual reality headset wear on the tear film: a randomised crossover study. Cont. Lens Anterior Eye 42, 640–645. doi: 10.1016/j.clae.2019.08.003
Tuthill, J. C., and Azim, E. (2018). Proprioception. Curr. Biol. 28, R194–R203. doi: 10.1016/j.cub.2018.01.064
Tychsen, L., and Foeller, P. (2020). Effects of immersive virtual reality headset viewing on young children: visuomotor function, postural stability, and motion sickness. Am. J. Ophthalmol. 209, 151–159. doi: 10.1016/j.ajo.2019.07.020
Ukai, K., and Howarth, P. A. (2008). Visual fatigue caused by viewing stereoscopic motion images: background, theories, and observations. Displays 29, 106–116. doi: 10.1016/j.displa.2007.09.004
Vagge, A., Desideri, L. F., Noce, C. D., Mola, I. D., Sindaco, D., Traverso, C. E., et al. (2021). Blue light filtering ophthalmic lenses: a systematic review. Semin. Ophthalmol. 36, 541–548. doi: 10.1080/08820538.2021.1900283
Vallejo, L., Zapater-Fajarí, M., Montoliu, T., Puig-Perez, S., Nacher, J., Hidalgo, V., et al. (2021). No effects of acute psychosocial stress on working memory in older people with type 2 diabetes. Front. Psychol. 11, 596584. doi: 10.3389/fpsyg.2020.596584
Van Acker, B. B., Parmentier, D. D., Vlerick, P., and Saldien, J. (2018). Understanding mental workload: from a clarifying concept analysis toward an implementable framework. Cogn. Tech. Work 20, 351–365. doi: 10.1007/s10111-018-0481-3
Van den Berg, M. M. H. E., Maas, J., Muller, R., Braun, A., Kaandorp, W., Van Lien, R., et al. (2015). Autonomic nervous system responses to viewing green and built settings: differentiating between sympathetic and parasympathetic activity. Int. J. Environ. Res. Public Health 12, 15860–15874. doi: 10.3390/ijerph121215026
van der Veer, A., Alsmith, A., Longo, M., Wong, H. Y., Diers, D., Bues, M., et al. (2019). “The influence of the viewpoint in a self-avatar on body part and self-localization,” in ACM Symposium on Applied Perception 2019 (New York, NY: Association for Computing Machinery), 1–11. (SAP '19). doi: 10.1145/3343036.3343124
Varmaghani, S., Abbasi, Z., Weech, S., and Rasti, J. (2021). Spatial and attentional aftereffects of virtual reality and relations to cybersickness. Virtual Real. 26, 659–668. doi: 10.1007/s10055-021-00535-0
Vasilev, M. R., Kirkby, J. A., and Angele, B. (2018). Auditory distraction during reading: a bayesian meta-analysis of a continuing controversy. Perspect. Psychol. Sci. 13, 567–597. doi: 10.1177/1745691617747398
Vasser, M., and Aru, J. (2020). Guidelines for immersive virtual reality in psychological research. Curr. Opin. Psychol. 36, 71–76. doi: 10.1016/j.copsyc.2020.04.010
Vasylevska, K., Yoo, H., Akhavan, T., and Kaufmann, H. (2019). “Towards eye-friendly vr: how bright should it be?” in 2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR) (Osaka: IEEE), 566–574. doi: 10.1109/VR.2019.8797752
Vi, S., da Silva, T. S., and Maurer, F. (2019). “User experience guidelines for designing HMD extended reality applications,” in Human-Computer Interaction – INTERACT 2019, eds D. Lamas, F. Loizides, L. Nacke, H. Petrie, M. Winckler, and P. Zaphiris (Cham: Springer International Publishing), 319–341. doi: 10.1007/978-3-030-29390-1_18
Viana, F., and Voets, T. (2020). “Heat pain and cold pain,” inThe Oxford Handbook of the Neurobiology of Pain, ed J. N. Wood (Oxford: Oxford University Press), 178–199.
Wagner, J., Stuerzlinger, W., and Nedel, L. (2021). Comparing and combining virtual hand and virtual ray pointer interactions for data manipulation in immersive analytics. IEEE Trans. Vis. Comput. Graph. 27, 2513–2523. doi: 10.1109/TVCG.2021.3067759
Wahl, S., Engelhardt, M., Schaupp, P., Lappe, C., and Ivanov, I. V. (2019). The inner clock—blue light sets the human rhythm. J. Biophotonics 12, e201900102. doi: 10.1002/jbio.201900102
Wall, R., Garcia, G., Läubli, T., Seibt, R., Rieger, M. A., Martin, B., et al. (2020). Physiological changes during prolonged standing and walking considering age, gender and standing work experience. Ergonomics 63, 579–592. doi: 10.1080/00140139.2020.1725145
Wan, J. j., Qin, Z., Wang, P. y., Sun, Y., and Liu, X. (2017). Muscle fatigue: general understanding and treatment. Exp. Mol. Med. 49, e384. doi: 10.1038/emm.2017.194
Wang, A., Kuo, H., and Huang, S. (2010). “Effects of polarity and ambient illuminance on the searching performance and visual fatigue for various aged users,” in The 40th International Conference on Computers Indutrial Engineering (Awaji: IEEE), 1–3. doi: 10.1109/ICCIE.2010.5668318
Wang, J., and Lewis, R. F. (2016). Contribution of intravestibular sensory conflict to motion sickness and dizziness in migraine disorders. J. Neurophysiol. 116, 1586–1591. doi: 10.1152/jn.00345.2016
Wang, K., Ho, C. H., and Zong, Y. (2020). Analysis of brightness and color temperature of liquid crystal display on visual comfort based on eye health monitoring of humans. J. Med. Imaging Health Inf. 10, 1359–1364. doi: 10.1166/jmihi.2020.3058
Wang, L., He, X., and Chen, Y. (2016). Quantitative relationship model between workload and time pressure under different flight operation tasks. Int. J. Ind. Ergon. 54, 93–102. doi: 10.1016/j.ergon.2016.05.008
Wang, X., Shi, Y., Zhang, B., and Chiang, Y. (2019). The influence of forest resting environments on stress using virtual reality. Int. J. Environ. Res. Public Health 16, 3263. doi: 10.3390/ijerph16183263
Wang, X. M., Thaler, A., Eftekharifar, S., Bebko, A. O., and Troje, N. F. (2020). “Perceptual distortions between windows and screens: stereopsis predicts motion parallax,” in 2020 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW) (Atlanta, GA: IEEE), 684–685. doi: 10.1109/VRW50115.2020.00193
Wang, Y., Chardonnet, J. R., Merienne, F., and Ovtcharova, J. (2021). “Using fuzzy logic to involve individual differences for predicting cybersickness during vr navigation,” in 2021 IEEE Virtual Reality and 3D User Interfaces (VR) (Lisboa: IEEE), 373–381. doi: 10.1109/VR50410.2021.00060
Wang, Y., Zhai, G., Chen, S., Min, X., Gao, Z., Song, X., et al. (2019). Assessment of eye fatigue caused by head-mounted displays using eye-tracking. BioMed. Eng. OnLine 18, 111. doi: 10.1186/s12938-019-0731-5
Wang, Z., Chen, K., and He, R. (2019). “Study on thermal comfort of virtual reality headsets,” in Advances in Human Factors in Wearable Technologies and Game Design, ed T. Z. Ahram (Cham: Springer International Publishing), 180–186. (Advances in Intelligent Systems and Computing). doi: 10.1007/978-3-319-94619-1_17
Waongenngarm, P., van der Beek, A. J., Akkarakittichoke, N., and Janwantanakul, P. (2020). Perceived musculoskeletal discomfort and its association with postural shifts during 4-h prolonged sitting in office workers. Appl. Ergon. 89, 103225. doi: 10.1016/j.apergo.2020.103225
Watson, B. A., and Hodges, L. F. (1995). “Using texture maps to correct for optical distortion in head-mounted displays,” in Proceedings Virtual Reality Annual International Symposium '95. (Research Triangle Park, NC), 172–178. doi: 10.1109/VRAIS.1995.512493
Weech, S., Wall, T., and Barnett-Cowan, M. (2020). Reduction of cybersickness during and immediately following noisy galvanic vestibular stimulation. Exp. Brain Res. 238, 427–437. doi: 10.1007/s00221-019-05718-5
Weinert, C., Pflügner, K., and Maier, C. (2020). “Do users respond to challenging and hindering techno-stressors differently? A laboratory experiment,” in Information Systems and Neuroscience, eds F. D. Davis, R. Riedl, J. vom Brocke, P. M. Léger, A. B. Randolph, and T. Fischer (Cham: Springer International Publishing), 79–89. (Lecture Notes in Information Systems and Organisation). doi: 10.1007/978-3-030-60073-0_10
Weng, M., Huber, S., Vilgan, E., Grundgeiger, T., and Sanderson, P. M. (2017). Interruptions, visual cues, and the microstructure of interaction: four laboratory studies. Int. J. Hum. Comput. Stud. 103, 77–94. doi: 10.1016/j.ijhcs.2017.02.002
Wentzel, J., d'Eon, G., and Vogel, D. (2020). “Improving virtual reality ergonomics through reach-bounded non-linear input amplification,” in Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems (Honolulu, HI), 1–12. doi: 10.1145/3313831.3376687
Wickens, C. D. (2017). “Mental workload: assessment, prediction and consequences,” in Human Mental Workload: Models and Applications, eds L. Longo, and M. C. Leva (Cham: Springer International Publishing), 18–29. doi: 10.1007/978-3-319-61061-0_2
Widyanti, A., and Hafizhah, H. N. (2021).The influence of personality, sound, and content difficulty on virtual reality sickness. Virtual Real. 26, 631–637. doi: 10.1007/s10055-021-00525-2
Willingham, D. T., Hughes, E. M., and Dobolyi, D. G. (2015). The scientific status of learning styles theories. Teach. Psychol. 42, 266–271. doi: 10.1177/0098628315589505
Wismer, A., Reinerman-Jones, L., Teo, G., Willis, S., McCracken, K., Hackett, M. A., et al. (2018). “Workload comparison during anatomical training with a physical or virtual model,” in Augmented Cognition: Users and Contexts, eds D. D. Schmorrow, and C. M. Fidopiastis (Cham: Springer International Publishing), 240–252. doi: 10.1007/978-3-319-91467-1_20
Wong, K., Chan, A. H. S., and Ngan, S. C. (2019). The effect of long working hours and overtime on occupational health: a meta-analysis of evidence from 1998 to 2018. Int. J. Environ. Res. Public Health 16, 2102. doi: 10.3390/ijerph16122102
Wu, H., Deng, Y., Pan, J., Han, T., Hu, Y., Huang, K., et al. (2021). User capabilities in eyes-free spatial target acquisition in immersive virtual reality environments. Appl. Ergon. 94, 103400. doi: 10.1016/j.apergo.2021.103400
Xia, Z., Wang, F., Cheng, C., and Gu, M. (2019). 93: invited paper: geometric distortions in three-dimensional endoscopic visualization. SID Symp. Dig. Tech. Pap. 50, 91–94. doi: 10.1002/sdtp.13398
Xie, X., Song, F., Liu, Y., Wang, S., and Yu, D. (2021). Study on the effects of display color mode and luminance contrast on visual fatigue. IEEE Access 9, 35915–35923. doi: 10.1109/ACCESS.2021.3061770
Yan, S., Tran, C. C., Chen, Y., Tan, K., and Habiyaremye, J. L. (2017). Effect of user interface layout on the operators' mental workload in emergency operating procedures in nuclear power plants. Nucl. Eng. Des. 322, 266–276. doi: 10.1016/j.nucengdes.2017.07.012
Yan, Y., Chen, K., Xie, Y., Song, Y., and Liu, Y. (2019). “The effects of weight on comfort of virtual reality devices,” in Advances in Ergonomics in Design, eds F. Rebelo, and M. M. Soares (Cham: Springer International Publishing), 239–248. doi: 10.1007/978-3-319-94706-8_27
Yildirim, C. (2020). Don't make me sick: investigating the incidence of cybersickness in commercial virtual reality headsets. Virtual Real. 24, 231–239. doi: 10.1007/s10055-019-00401-0
Yin, J., Yuan, J., Arfaei, N., Catalano, P. J., Allen, J. G., Spengler, J. D., et al. (2020). Effects of biophilic indoor environment on stress and anxiety recovery: a between-subjects experiment in virtual reality. Environ. Int. 136, 105427. doi: 10.1016/j.envint.2019.105427
Yin, J., Zhu, S., MacNaughton, P., Allen, J. G., and Spengler, J. D. (2018). Physiological and cognitive performance of exposure to biophilic indoor environment. Build. Environ. 132, 255–262. doi: 10.1016/j.buildenv.2018.01.006
Yoon, H. J., Kim, J., Park, S. W., and Heo, H. (2020). Influence of virtual reality on visual parameters: immersive versus non-immersive mode. BMC Ophthalmol. 20, 200. doi: 10.1186/s12886-020-01471-4
Yoon, W., Choi, S., Han, H., and Shin, G. (2021). Neck muscular load when using a smartphone while sitting, standing, and walking. Hum. Factors 63, 868–879. doi: 10.1177/0018720820904237
Young, M. S., Brookhuis, K. A., Wickens, C. D., and Hancock, P. A. (2015). State of science: mental workload in ergonomics. Ergonomics 58, 1–17. doi: 10.1080/00140139.2014.956151
Yu, C. P., Lee, H. Y., and Luo, X. Y. (2018). The effect of virtual reality forest and urban environments on physiological and psychological responses. Urban For. Urban Green. 35, 106–114. doi: 10.1016/j.ufug.2018.08.013
Yu, D., Lu, X., Shi, R., Liang, H. N., Dingler, T., Velloso, E., et al. (2021). “Gaze-supported 3D object manipulation in virtual reality,” in Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems (New York, NY: Association for Computing Machinery), 1–13. doi: 10.1145/3411764.3445343
Yu, X., Weng, D., Guo, J., Jiang, H., and Bao, Y. (2018). “Effect of using HMDs for one hour on preteens visual fatigue,” in 2018 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct) (Munich: IEEE), 93–96. doi: 10.1109/ISMAR-Adjunct.2018.00042
Yuan, J., Mansouri, B., Pettey, J. H., Ahmed, S. F., and Khaderi, S. K. (2018). The visual effects associated with head-mounted displays. Int. J. Ophthalmol. Clin. Res. 5, 85. doi: 10.23937/2378-346X/1410085
Yue, K., Wang, D., Hu, H., and Fang, S. (2018). The correlation between visual fatigue and duration of viewing as assessed by brain monitoring. J. Soc. Inf. Disp. 26, 427–437. doi: 10.1002/jsid.667
Zaroff, C. M., Knutelska, M., and Frumkes, T. E. (2003). Variation in stereoacuity: normative description, fixation disparity, and the roles of aging and gender. Invest. Ophthalmol. Vis. Sci. 44, 891–900. doi: 10.1167/iovs.02-0361
Zarzissi, S., Bouzid, M. A., Zghal, F., Rebai, H., and Hureau, T. J. (2020). Aging reduces the maximal level of peripheral fatigue tolerable and impairs exercise capacity. Am. J. Physiol. Regul. Integr. Comp. Physiol. 319, R617–R625. doi: 10.1152/ajpregu.00151.2020
Zeroth, J. A., Dahlquist, L. M., and Foxen-Craft, E. C. (2019). The effects of auditory background noise and virtual reality technology on video game distraction analgesia. Scand. J. Pain 19, 207–217. doi: 10.1515/sjpain-2018-0123
Zhang, S., Zhang, Y., Sun, Y., Thakor, N., and Bezerianos, A. (2017). “Graph theoretical analysis of EEG functional network during multi-workload flight simulation experiment in virtual reality environment,” in 2017 39th Annual International Conference of the IEEE Engineering in Medicine and Biology Society (EMBC) (Jeju: IEEE), 3957–3960. doi: 10.1109/EMBC.2017.8037722
Zhang, X., Lawrence, J. J., Nalbandian, A. T., and Owens, D. A. (2010). Differential effects of contrast and field size on the perception of object-motion and self-motion: new evidence for ambient and focal modes of vision. J. Vis. 10, 36. doi: 10.1167/10.15.36
Zhang, Y., Ladeveze, N., Nguyen, H., Fleury, C., and Bourdot, P. (2020a). “Virtual navigation considering user workspace: automatic and manual positioning before teleportation,” in 26th ACM Symposium on Virtual Reality Software and Technology. Virtual Event Canada, 1–11. doi: 10.1145/3385956.3418949
Zhang, Y., Tu, Y., Wang, L., and Zhang, W. (2020b). Assessment of visual fatigue under LED tunable white light with different blue components. J. Soc. Inf. Disp. 28, 24–35. doi: 10.1002/jsid.866
Zhang, Y., Yang, Y., Feng, S., Qi, J., Li, W., Yu, J., et al. (2020c). “The evaluation on visual fatigue and comfort between the VR HMD and the iPad,” in Advances in Physical, Social and Occupational Ergonomics, eds W. Karwowski, R. S. Goonetilleke, S. Xiong, R. H. M. Goossens, and A. Murata (Cham: Springer International Publishing), 213–219. (Advances in Intelligent Systems and Computing; vol. 1215). doi: 10.1007/978-3-030-51549-2_28
Zhao, X., Xia, Q., and Huang, W. (2020). Impact of technostress on productivity from the theoretical perspective of appraisal and coping processes. Inf. Manag. 57, 103265. doi: 10.1016/j.im.2020.103265
Zhou, X., Jin, Y., Jia, L., and Xue, C. (2021). Study on hand–eye cordination area with bare-hand click interaction in virtual reality. Appl. Sci. 11, 6146. doi: 10.3390/app11136146
Zhou, Y., Shi, H., Chen, Q. W., Ru, T., and Zhou, G. (2021). Investigation of the optimum display luminance of an LCD screen under different ambient illuminances in the evening. Appl. Sci. 11, 4108. doi: 10.3390/app11094108
Zielasko, D., and Riecke, B. E. (2020). “Sitting vs. standing in vr: towards a systematic classification of challenges and (dis)advantages,” in 2020 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW) (Atlanta, GA: IEEE), 297–298. doi: 10.1109/VRW50115.2020.00067
Zielasko, D., Weyers, B., and Kuhlen, T. W. A. (2019). “Non-stationary office desk substitution for desk-based and HMD-projected virtual reality,” in 2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR) (Osaka: IEEE), 1884–1889. doi: 10.1109/VR.2019.8797837
Zimmer, P., Buttlar, B., Halbeisen, G., Walther, E., and Domes, G. (2019). Virtually stressed? A refined virtual reality adaptation of the Trier Social Stress Test (TSST) induces robust endocrine responses. Psychoneuroendocrinology 101, 186–192. doi: 10.1016/j.psyneuen.2018.11.010
Keywords: virtual reality, ergonomics, cybersickness, visual fatigue, muscle fatigue, acute stress, mental overload, work
Citation: Souchet AD, Lourdeaux D, Burkhardt J-M and Hancock PA (2023) Design guidelines for limiting and eliminating virtual reality-induced symptoms and effects at work: a comprehensive, factor-oriented review. Front. Psychol. 14:1161932. doi: 10.3389/fpsyg.2023.1161932
Received: 08 February 2023; Accepted: 16 May 2023;
Published: 09 June 2023.
Edited by:
Osvaldo Gervasi, University of Perugia, ItalyReviewed by:
Kazunori Miyata, Japan Advanced Institute of Science and Technology, JapanHai-Ning Liang, Xi'an Jiaotong-Liverpool University, China
Abele Michela, Radboud University, Netherlands
Copyright © 2023 Souchet, Lourdeaux, Burkhardt and Hancock. This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.
*Correspondence: Alexis D. Souchet, Y29udGFjdCYjeDAwMDQwO2FsZXhpc3NvdWNoZXQuY29t