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dc.contributor.authorChang, Eunhee-
dc.contributor.authorKim, Hyun Taek-
dc.contributor.authorYoo, Byounghyun-
dc.date.accessioned2024-01-19T11:31:02Z-
dc.date.available2024-01-19T11:31:02Z-
dc.date.created2022-04-05-
dc.date.issued2022-09-
dc.identifier.issn1359-4338-
dc.identifier.urihttps://pubs.kist.re.kr/handle/201004/114768-
dc.description.abstractMany studies have consistently proven that repeatedly watching virtual reality (VR) content can reduce cybersickness. Moreover, the discomfort level decreases when the VR content includes an unusual orientation, such as an inverted scene. However, few studies have investigated the physiological changes during these experiences. The present study aimed to identify psychophysiological correlates, especially the neural processing, of cybersickness. Twenty participants experienced two types of VR orientation (upright and inverted), which were repeated three times. During the experience, we recorded the participants' subjective levels of discomfort, brain waves, cardiac signals, and eye trajectories. We performed a heartbeat-evoked potential (HEP) analysis to elucidate the cortical activity of heartbeats while experiencing cybersickness. The results showed that the severity of cybersickness decreased as the participants repeatedly watched the VR content. The participants also reported less nausea when watching the inverted orientation. We only found a significant suppression at the fronto-central HEP amplitudes in the upright orientation for the physiological changes. This study provides a comprehensive understanding of bodily responses to varying degrees of cybersickness. In addition, the HEP results suggest that this approach might reflect the neural correlates of transient changes in heartbeats caused by cybersickness.-
dc.languageEnglish-
dc.publisherSpringer London-
dc.titleIdentifying physiological correlates of cybersickness using heartbeat-evoked potential analysis-
dc.typeArticle-
dc.identifier.doi10.1007/s10055-021-00622-2-
dc.description.journalClass1-
dc.identifier.bibliographicCitationVirtual Reality, v.26, no.3, pp.1193 - 1205-
dc.citation.titleVirtual Reality-
dc.citation.volume26-
dc.citation.number3-
dc.citation.startPage1193-
dc.citation.endPage1205-
dc.description.isOpenAccessY-
dc.description.journalRegisteredClassscie-
dc.description.journalRegisteredClassscopus-
dc.identifier.wosid000746301600001-
dc.identifier.scopusid2-s2.0-85123504594-
dc.relation.journalWebOfScienceCategoryComputer Science, Interdisciplinary Applications-
dc.relation.journalWebOfScienceCategoryComputer Science, Software Engineering-
dc.relation.journalWebOfScienceCategoryImaging Science & Photographic Technology-
dc.relation.journalResearchAreaComputer Science-
dc.relation.journalResearchAreaImaging Science & Photographic Technology-
dc.type.docTypeArticle-
dc.subject.keywordPlusVISUALLY INDUCED MOTION-
dc.subject.keywordPlusBRAIN RESPONSES-
dc.subject.keywordPlusSICKNESS-
dc.subject.keywordPlusHABITUATION-
dc.subject.keywordPlusCOMPONENTS-
dc.subject.keywordPlusIMMERSION-
dc.subject.keywordPlusDYNAMICS-
dc.subject.keywordPlusEEG-
dc.subject.keywordAuthorCybersickness-
dc.subject.keywordAuthorHeartbeat-evoked potential-
dc.subject.keywordAuthorPhysiological responses-
dc.subject.keywordAuthorVirtual reality-
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KIST Article > 2022
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