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This paper provides a comparative study between problems causedby cybersickness with users in virtual environments, and the studies on theinfluence of the optical aspects of the image via its levels of contrasts in thequality of the user experience in virtual environments. This article was organized in two parts, the first consists of surveying the results obtained in eachresearch and the second has the objective of crossing these data and verifyingthe level of relationship between research on cybersickness and studies on theinfluence of optical aspects quality of the user experience. The results indicaterelevant connection with the results of studies on cybersickness. With that, weconclude that in future research researchers can produce much more relevantresults in the solution of persistent problems from the negative experience withvirtual devices
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Abstract Background Visuospatial neglect (VSN) is a cognitive disorder after stroke in which patients fail to consciously process and interact with contralesional stimuli. Visual Scanning Training (VST) is the recommended treatment in clinical guidelines. At the moment, several mixed reality versions of Visual Scanning Training (VST) are being developed. The aim of this study was to explore the opinions of end-users (i.e., therapists) on the use of Virtual Reality (VR) and Augmented Reality (AR) in VSN treatment. Methods Therapists played one VR and two AR Serious Games, and subsequently flled out a questionnaire on User Experience, Usability, and Implementation. Results Sixteen therapists (psychologists, occupational, speech, and physiotherapists) played the games, thirteen of them evaluated the games. Therapists saw great potential in all three games, yet there was room for improvement on the level of usability, especially for tailoring the games to the patient’s needs. Therapists’ opinions were comparable between VR and AR Serious Games. For implementation, therapists stressed the urgency of clear guidelines and instructions. Discussion Even though VR/AR technology is promising for VSN treatment, there is no one-size-fts-all applicability. It may thus be crucial to move towards a plethora of training environments rather than a single standardized mixed reality neglect treatment. Conclusion As therapists see the potential value of mixed reality, it remains important to investigate the efcacy of AR and VR training tools.