Virtual Reality Lab
The virtual reality lab looks at a wide variety of virtual reality topics for consumer level systems. The lab focus is on cybersickness and usability.
While the lab has a focus on cybersickness, this research benefits greatly from "real" VR applications as the fields suffers from lack of data points. All the research requires is initial monitoring of participant and recording the duration of comfortable use. Therefore the lab welcomes inquires to prototype applications well suited to VR. Applications well suited to VR tend to be intrinsically 3D and\or behavioral based such as training, safety, and response to environments.
The research lab currently has a selection of VR headsets, a Kat-mini 2D treadmill, and an in-house rumble platform.
The lab head also has access to a 20 VR ready computer classroom with Vive Cosmo Elites. These system are wired for better reliability of dense VR systems over wireless.
Cybersickness is the feeling of motion sickness like symptoms due to visual stimuli, and most notable virtual reality. It is sometimes called visual induced motions sickness (VIMS). Despite improvements in hardware, cybersickness still affects 40-60% of the population, and limits the duration of safe usage. Tolerance is generally developed with repeated use, but limited access to VR may prevent this.
VR application course textbook
VR interaction suite
Cybersickness Testing Suite framework
Color and cybersickness
Contrast and cybersickness
Realism and Cybersickness
Distance mis-estimation in VR
Google scholar: https://scholar.google.com/citations?user=vHRi25QAAAAJ&hl=en
Research gate: https://www.researchgate.net/profile/Lisa-Rebenitsch
Master's/PhD graduate research assistant in a VR position for the 2025 to 2026 academic year.