Topic > How neuroplasticity affects perception and performance

Displays bombard us on a daily basis. While traveling along almost every road, there are billboards, many of them electronic. Computers are used in many jobs. A large part of the population owns a smartphone. The television plays at full volume even in the gym. And the advent of virtual reality (VR) and virtual environments (VE) has added another visualization in both work and play. Our brain is constantly bombarded with visual information. Therefore, vision is an important perception to consider when designing any system. One of the most crucial things to consider now is virtual reality. Virtual reality allows us to have new experiences; however, it also brings a new twist to an old problem. This new twist is called cybersickness. Cybersickness is considered a type of motion sickness that occurs when using virtual reality. Say no to plagiarism. Get a tailor-made essay on "Why Violent Video Games Shouldn't Be Banned"? Get an Original Essay First, we'll look at visualizations and their overall effect on cognition. Visual displays influence several aspects of cognition such as selection, organization, integration, and processing efficiency (Mccrudden & Rapp, 2015). Selection refers to selective attention and allows the user to hopefully focus on the important information; the organization helps the user to associate various concepts with each other and previous knowledge; integration complements the organization by simultaneously activating prior knowledge and instructional message information, while processing efficiency determines how people can select important information more quickly (Mccrudden & Rapp, 2015). As someone less susceptible to motion sickness, I have had an experience with motion sickness. When using a headset VR system at the USS Arizona memorial in Hawaii, all of these components were needed to focus on moving around the ship's VE while ignoring the rest of the ship's environment. After using the VR system, I noticed some mild dizziness and nausea that resolved with some time away from any display. Next, we will look at the impact that virtual reality and cybersickness can have on virtual reality users. Cybersickness, known as simulator sickness, has been extensively studied from a human factors perspective and has been a known problem for decades (Rebenitsch & Owen, 2016). It is also considered visually induced since there is no physical movement and includes several medical symptoms such as nausea, dizziness, and headache, among others (Rebenitsch & Owen, 2016). There are several theories about the potential cause of cybersickness. The most common theory is a sensory discrepancy according to which what the person sees versus what they hear causes symptoms of cybersickness (Rebenitsch & Owen, 2016). To reduce cyber disease, several aspects need to be taken into consideration; narrowing the field of vision, limiting navigation control, including the real world, and increasing tactile feedback decrease cybersickness, while increasing navigation speed increases cybersickness (Rebenitsch & Owen, 2016). Munshi, Varghese, and Dhar-Munshi, (2017) also indicate that taking a break helps reduce similar symptoms of computer sickness caused by prolonged computer use. Furthermore, according to Sevinc & Berkman, (2020), cybersickness increased when VE navigation was based on head movements compared to manually controlled navigation with a fixed head position. We have to..