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Original Articles

Human Performance in Immersive Virtual Environments: Effects of Exposure Duration, User Control, and Scene Complexity

Pages 339-366 | Published online: 13 Nov 2009

Keep up to date with the latest research on this topic with citation updates for this article.

Read on this site (2)

Eric Sorita, Bernard N’Kaoua, Florian Larrue, Julie Criquillon, Audrey Simion, Hélène Sauzéon, Pierre-Alain Joseph & Jean-Michel Mazaux. (2013) Do patients with traumatic brain injury learn a route in the same way in real and virtual environments?. Disability and Rehabilitation 35:16, pages 1371-1379.
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K.S. Hale, K.M. Stanney & L. Malone. (2009) Enhancing virtual environment spatial awareness training and transfer through tactile and vestibular cues. Ergonomics 52:2, pages 187-203.
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Articles from other publishers (53)

Aelee Kim, Jeong-Eun Lee & Kyoung-Min Lee. (2023) Exploring the Relative Effects of Body Position and Locomotion Method on Presence and Cybersickness when Navigating a Virtual Environment. ACM Transactions on Applied Perception 21:1, pages 1-25.
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Matteo Laspro, Leya Groysman, Alexandra N. Verzella, Laura L. Kimberly & Roberto L. Flores. (2023) The Use of Virtual Reality in Surgical Training: Implications for Education, Patient Safety, and Global Health Equity. Surgeries 4:4, pages 635-646.
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Jicheng You, Xinyi Wen, Linxin Liu, Jie Yin & John S. Ji. (2023) Biophilic classroom environments on stress and cognitive performance: A randomized crossover study in virtual reality (VR). PLOS ONE 18:11, pages e0291355.
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Tommaso Palombi, Federica Galli, Francesco Giancamilli, Monica D’Amico, Fabio Alivernini, Luigi Gallo, Pietro Neroni, Marco Predazzi, Giuseppe De Pietro, Fabio Lucidi, Antonio Giordano & Andrea Chirico. (2023) The role of sense of presence in expressing cognitive abilities in a virtual reality task: an initial validation study. Scientific Reports 13:1.
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Wendy Hadley, Christopher D. Houck, David H. Barker, Jaclyn Bogner & Daschel Franz. (2022) Using Virtual Reality to Examine the Association Between Respiratory Sinus Arrhythmia and Adolescent Substance Use. Child Psychiatry & Human Development 54:4, pages 1055-1063.
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A. Maneuvrier, H. Ceyte, P. Renaud, R. Morello, P. Fleury & L. M. Decker. (2022) Virtual reality and neuropsychological assessment: an analysis of human factors influencing performance and perceived mental effort. Virtual Reality 27:2, pages 849-861.
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Ahmed Jamah Ahmed Alnagrat, Abdalslam S Imhmed Mohamed, Abubaker Almintisir Abubaker Akeel, Rizalafande Che Ismail, Ababaker Mohamed Ibrahim Noureldeen & Syed Zulkarnain Syed Idrus. (2023) An Evaluation of User Experience in a Virtual Semiconductor Laboratory Utilizing HMDs during Covid-19 Pandemic. An Evaluation of User Experience in a Virtual Semiconductor Laboratory Utilizing HMDs during Covid-19 Pandemic.
Angelica B. Ortiz de Gortari & Maria Panagiotidi. (2023) The interplay between executive function deficits, psychopathological traits and dysfunctional gaming habits in the context of Game Transfer Phenomena. Computers in Human Behavior 138, pages 107469.
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Behrang Keshavarz, Narmada Umatheva & Katlyn Peck. 2023. Virtual, Augmented and Mixed Reality. Virtual, Augmented and Mixed Reality 619 633 .
Stephen Palmisano & Rikeya Constable. (2022) Reductions in sickness with repeated exposure to HMD-based virtual reality appear to be game-specific. Virtual Reality 26:4, pages 1373-1389.
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Sara Vlahovic, Mirko Suznjevic & Lea Skorin-Kapov. (2022) A survey of challenges and methods for Quality of Experience assessment of interactive VR applications. Journal on Multimodal User Interfaces 16:3, pages 257-291.
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Shanshan Chen & Dongdong Weng. (2021) The temporal pattern of VR sickness during 7.5-h virtual immersion. Virtual Reality 26:3, pages 817-822.
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Zixing Shen & Michael J. Pritchard. (2022) Cognitive engagement on social media: A study of the effects of visual cueing in educational videos. Journal of the Association for Information Science and Technology 73:9, pages 1253-1267.
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Zixing Shen, Songxin Tan & Michael J. Pritchard. (2022) Understanding the Effects of Visual Cueing on Social Media Engagement With YouTube Educational Videos. IEEE Transactions on Professional Communication 65:2, pages 337-350.
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Dimitrios Bolkas, Jeffrey D. ChiampiJoseph FiotiDonovan Gaffney. (2022) First Assessment Results of Surveying Engineering Labs in Immersive and Interactive Virtual Reality. Journal of Surveying Engineering 148:1.
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Dimitrios Bolkas, Jeffrey Chiampi, Joseph Fioti & Donovan Gaffney. (2021) Surveying Reality (SurReal): Software to Simulate Surveying in Virtual Reality. ISPRS International Journal of Geo-Information 10:5, pages 296.
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Maryam Mollazadeh & Yimin Zhu. (2021) Application of Virtual Environments for Biophilic Design: A Critical Review. Buildings 11:4, pages 148.
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Guan Wang & Ayoung Suh. 2021. Augmented Cognition. Augmented Cognition 97 115 .
Nawel Khenak, Jeanne Vezien & Patrick Bourdot. (2020) Spatial Presence, Performance, and Behavior between Real, Remote, and Virtual Immersive Environments. IEEE Transactions on Visualization and Computer Graphics 26:12, pages 3467-3478.
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Arthur Maneuvrier, Leslie Marion Decker, Hadrien Ceyte, Philippe Fleury & Patrice Renaud. (2020) Presence Promotes Performance on a Virtual Spatial Cognition Task: Impact of Human Factors on Virtual Reality Assessment. Frontiers in Virtual Reality 1.
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Mahan Malihi, Jenny Nguyen, Robyn E. Cardy, Salina Eldon, Cathy Petta & Azadeh Kushki. (2020) Data-Driven Discovery of Predictors of Virtual Reality Safety and Sense of Presence for Children With Autism Spectrum Disorder: A Pilot Study. Frontiers in Psychiatry 11.
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Eugene Levin, Roman Shults, Reza Habibi, Zhongming An & William Roland. (2020) Geospatial Virtual Reality for Cyberlearning in the Field of Topographic Surveying: Moving Towards a Cost-Effective Mobile Solution. ISPRS International Journal of Geo-Information 9:7, pages 433.
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Rohith Venkatakrishnan, Roshan Venkatakrishnan, Reza Ghaiumy Anaraky, Matias Volonte, Bart Knijnenburg & Sabarish V Babu. (2020) A Structural Equation Modeling Approach to Understand the Relationship between Control, Cybersickness and Presence in Virtual Reality. A Structural Equation Modeling Approach to Understand the Relationship between Control, Cybersickness and Presence in Virtual Reality.
David Narciso, Miguel Melo, José Vasconcelos-Raposo & Maximino Bessa. (2020) The Impact of Olfactory and Wind Stimuli on 360 Videos Using Head-mounted Displays. ACM Transactions on Applied Perception 17:1, pages 1-13.
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Ivane Nuel, Marie-Pierre Fayant & Theodore Alexopoulos. (2019) “Science Manipulates the Things and Lives in Them”: Reconsidering Approach-Avoidance Operationalization Through a Grounded Cognition Perspective. Frontiers in Psychology 10.
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Sebastian Oberdörfer & Marc Erich Latoschik. (2019) Knowledge Encoding in Game Mechanics: Transfer-Oriented Knowledge Learning in Desktop-3D and VR. International Journal of Computer Games Technology 2019, pages 1-17.
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Séamas Weech, Sophie Kenny & Michael Barnett-Cowan. (2019) Presence and Cybersickness in Virtual Reality Are Negatively Related: A Review. Frontiers in Psychology 10.
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Mehmet Ilker Berkman & Ecehan Akan. 2019. Encyclopedia of Computer Graphics and Games. Encyclopedia of Computer Graphics and Games 1 10 .
Nawel Khenak, Jeanne Vézien, David Théry & Patrick Bourdot. (2018) Spatial Presence in Real and Remote Immersive Environments and the Effect of Multisensory Stimulation. Presence: Teleoperators and Virtual Environments 27:3, pages 287-308.
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Jue Qu, Wei Wang, Shuzhi Yuan, Fangzheng Li & Rui Cai. (2018) Analysis of Simulator Sickness and Performance in Virtual Training. Journal of Physics: Conference Series 1060, pages 012030.
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Maria Gallagher & Elisa Raffaella Ferrè. (2018) Cybersickness: a Multisensory Integration Perspective. Multisensory Research 31:7, pages 645-674.
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Shilin Wu, Zhibo Chen, Ning Liao & Xiaoming Chen. 2018. Advances in Multimedia Information Processing – PCM 2018. Advances in Multimedia Information Processing – PCM 2018 519 527 .
Ali Ahmad. (2017) Using Audio to Train Pace in a Virtual Environment. Using Audio to Train Pace in a Virtual Environment.
Valentin Schwind, Pascal Knierim, Cagri Tasci, Patrick Franczak, Nico Haas & Niels Henze. (2017) "These are not my hands!". "These are not my hands!".
Philippe Fuchs. 2017. Virtual Reality Headsets - A Theoretical and Pragmatic Approach. Virtual Reality Headsets - A Theoretical and Pragmatic Approach 131 166 .
Zhiqi Guo, Chuan Lv, Dong Zhou & Zili Wang. (2016) Human-computer interaction in immersive virtual maintenance. Human-computer interaction in immersive virtual maintenance.
Zhiqi Guo, Chuan Lv, Dong Zhou, Xu Peng & Zili Wang. (2016) Mixing control of animating virtual human for maintenance simulation. Mixing control of animating virtual human for maintenance simulation.
Lisa Rebenitsch & Charles Owen. (2016) Review on cybersickness in applications and visual displays. Virtual Reality 20:2, pages 101-125.
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Frédéric BoschéMohamed Abdel-WahabLudovico Carozza. (2016) Towards a Mixed Reality System for Construction Trade Training. Journal of Computing in Civil Engineering 30:2.
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Patrick Puschmann, Tina Horlitz, Volker Wittstock & Astrid Schütz. (2016) Risk Analysis (Assessment) Using Virtual Reality Technology - Effects of Subjective Experience: An Experimental Study. Procedia CIRP 50, pages 490-495.
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Daniel R. Mestre. On the usefulness of the concept of presence in virtual reality applications. On the usefulness of the concept of presence in virtual reality applications.
Jari Laarni, Niklas Ravaja, Timo Saari, Saskia Böcking, Tilo Hartmann & Holger Schramm. 2015. Immersed in Media. Immersed in Media 139 185 .
Simone Benedetto, Régis Lobjois, Vérane Faure, Nguyen-Thong Dang, Marco Pedrotti & Stéphane Caro. (2014) A comparison of immersive and interactive motorcycle simulator configurations. Transportation Research Part F: Traffic Psychology and Behaviour 23, pages 88-100.
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Iwan Kartiko, Manolya Kavakli & Ken Cheng. (2010) Learning science in a virtual reality application: The impacts of animated-virtual actors’ visual complexity. Computers & Education 55:2, pages 881-891.
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Kay Stanney & Robert Kennedy. 2008. Human Factors in Simulation and Training. Human Factors in Simulation and Training 117 127 .
Ana Sacau, Jari Laarni & Tilo Hartmann. (2008) Influence of individual factors on presence. Computers in Human Behavior 24:5, pages 2255-2273.
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Jennifer Gay Tichon. (2007) Using Presence to Improve a Virtual Training Environment. CyberPsychology & Behavior 10:6, pages 781-788.
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Roberto K. Champney, Kay M. StanneyPhillip A. K. Hash, Linda C. Malone, Robert S. Kennedy & Daniel E. Compton. (2016) Recovery From Virtual Environment Exposure: Expected Time Course of Symptoms and Potential Readaptation Strategies. Human Factors: The Journal of the Human Factors and Ergonomics Society 49:3, pages 491-506.
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Brian G. Southwell, George Anghelcev, Itai Himelboim & Julie Jones. (2007) Translating user control availability into perception: the moderating role of prior experience. Computers in Human Behavior 23:1, pages 554-563.
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Jennifer TichonJasmine Banks. (2006) Virtual Reality Exposure Therapy: 150-Degree Screen to Desktop PC. CyberPsychology & Behavior 9:4, pages 480-489.
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Kelly S. Hale & Kay M. Stanney. (2006) Effects of low stereo acuity on performance, presence and sickness within a virtual environment. Applied Ergonomics 37:3, pages 329-339.
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Bob G. Witmer, Christian J. Jerome & Michael J. Singer. (2005) The Factor Structure of the Presence Questionnaire. Presence: Teleoperators and Virtual Environments 14:3, pages 298-312.
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Suvobrata Mitra. (2003) Postural costs of suprapostural task load. Human Movement Science 22:3, pages 253-270.
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