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dc.contributor.authorFerdous, Sharif Mohammad Shahnewaz
dc.contributor.authorFarnum, Kassidy
dc.contributor.authorIngco, Milian
dc.contributor.authorMarquis, Liam
dc.contributor.authorTopper, Elliot
dc.date.accessioned2023-11-29T19:47:30Z
dc.date.available2023-11-29T19:47:30Z
dc.date.issued2023
dc.identifier.urihttp://dr.tcnj.edu/handle/2900/4305
dc.descriptionDepartment of Computer Scienceen_US
dc.description.abstractCybersickness is a form of motion sickness that results from exposure to virtual reality (VR) environments. We aim to gain insight on the causes of cybersickness by using an electroencephalogram (EEG) machine. The EEG records electrical activity of the brain throughout a VR simulation, which sends event triggers to the EEG to signify changes in velocity. We created a new VR roller coaster simulation built in Unity, added effects that mitigate the symptoms of cybersickness and simulate various hardware limitations, and developed data analysis processes.en_US
dc.description.sponsorshipCollege of New Jersey (Ewing, N.J.). Office of Academic Affairsen_US
dc.description.sponsorshipMUSE (Mentored Undergraduate Summer Experience)en_US
dc.description.sponsorshipNational Science Foundationen_US
dc.language.isoen_USen_US
dc.rightsFile access restricted due to FERPA regulationsen_US
dc.titleHow virtual reality sickness affects the brainen_US
dc.typePosteren_US
dc.typePresentationen_US
dc.typeTexten_US


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