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Intelligent Technologies for Interactive Entertainment. 13th EAI International Conference, INTETAIN 2021, Virtual Event, December 3-4, 2021, Proceedings

Research Article

A Systematic Review of Purpose and Latency Effect in the Virtual Reality Environment

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  • @INPROCEEDINGS{10.1007/978-3-030-99188-3_25,
        author={Muhammad Danish Affan Anua and Ismahafezi Ismail and Nur Saadah Mohd Shapri and Maizan Mat Amin and Mohd Azhar M. Arsad},
        title={A Systematic Review of Purpose and Latency Effect in the Virtual Reality Environment},
        proceedings={Intelligent Technologies for Interactive Entertainment. 13th EAI International Conference, INTETAIN 2021, Virtual Event, December 3-4, 2021, Proceedings},
        proceedings_a={INTETAIN},
        year={2022},
        month={3},
        keywords={Virtual reality Motion sickness System latency},
        doi={10.1007/978-3-030-99188-3_25}
    }
    
  • Muhammad Danish Affan Anua
    Ismahafezi Ismail
    Nur Saadah Mohd Shapri
    Maizan Mat Amin
    Mohd Azhar M. Arsad
    Year: 2022
    A Systematic Review of Purpose and Latency Effect in the Virtual Reality Environment
    INTETAIN
    Springer
    DOI: 10.1007/978-3-030-99188-3_25
Muhammad Danish Affan Anua1,*, Ismahafezi Ismail1, Nur Saadah Mohd Shapri1, Maizan Mat Amin1, Mohd Azhar M. Arsad
  • 1: Faculty of Informatics and Computing
*Contact email: danish.affan.16@gmail.com

Abstract

VR means immersing oneself in a virtual environment where all we see is three dimensional (3D) computer-generated. VR has been around for several decades now, but in recent years, the consistency of experience has dramatically improved. This technology has been recognised worldwide, making the adoption of VR a more progressive widespread occurrence across various fields. VR technology evolves very fast and significant as it merges with artificial intelligence (AI), thus transforming the way people use machines and smartphones in daily life to communicate with the world around them. However, there is a problem commonly faced by the virtual reality user, which is cybersickness or motion sickness in the virtual reality environment. As the result, a systematic review has been made to gain a better understanding and present this information in the form of a written summary of current researches. The study of the previous research publication of review papers was limited around 2017 to 2021 from the Scopus library. Among 187 results, five of them were selected since they met the criteria through the inclusion and exclusion criteria procedure. Eight purposes were found and listed together with the outcomes. This paper also briefly discusses the latency effect and its relationship with motion sickness in the virtual reality environment and system. Understanding the purpose and latency effect in the virtual reality environment can encourage researchers and developers to find a better solution to counter the motion sickness problem.

Keywords
Virtual reality Motion sickness System latency
Published
2022-03-25
Appears in
SpringerLink
http://dx.doi.org/10.1007/978-3-030-99188-3_25
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