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  1. This literature review examines the existing research into cybersickness reduction with regards to head mounted display use. Cybersickness refers to a collection of negative symptoms sometimes experienced as the result of being immersed in a virtual environment, such as nausea, dizziness, or eye strain. These symptoms can prevent individuals from utilizing virtual reality (VR) technologies, so discovering new methods of reducing them is critical. Our objective in this literature review is to provide a better picture of what cybersickness reduction techniques exist, the quantity of research demonstrating their effectiveness, and the virtual scenes testing has taken place in. This will help to direct researches towards promising avenues, and illuminate gaps in the literature. Following the preferred reporting items for systematic reviews and meta-analyses statement, we obtained a batch of 1,055 papers through the use of software aids. We selected 88 papers that examine potential cybersickness reduction approaches. Our acceptance criteria required that papers examined malleable conditions that could be conceivably modified for everyday use, examined techniques in conjunction with head mounted displays, and compared cybersickness levels between two or more user conditions. These papers were sorted into categories based on their general approach to combating cybersickness, and labeled based on the presence of statistically significant results, the use of virtual vehicles, the level of visual realism, and the virtual scene contents used in evaluation of their effectiveness. In doing this we have created a snapshot of the literature to date so that researchers may better understand what approaches are being researched, and the types of virtual experiences used in their evaluation. Keywords: Virtual reality cybersickness Simulator Sickness Visually induced motion sickness reduction Systematic review Head mounted display. 
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  2. This research investigates the effect of scaling in virtual reality to improve the reach of users with Parkinson’s disease (PD). People with PD have limited reach, often due to impaired postural stability. We investigated how virtual reality (VR) can improve reach during and after VR exposure. Participants played a VR game where they smashed water balloons thrown at them by crossing their midsection. The distance the balloons were thrown at increased and decreased based on success or failure. Their perception of the distance and their hand were scaled in three counterbalanced conditions: under-scaled (scale = 0:83), not-scaled (scale = 1), and over-scaled (scale = 1:2), where the scale value is the ratio between the virtual reach that they perceive in the virtual environment (VE) and their actual reach. In each study condition, six data were measured - 1. Real World Reach (pre-exposure), 2. Virtual Reality Baseline Reach, 3. Virtual Reality Not-Scaled Reach, 4. Under-Scaled Reach, 5. Over-Scaled Reach, and 6. Real World Reach (post-exposure). Our results show that scaling a person’s movement in virtual reality can help improve reach. Therefore, we recommend including a scaling factor in VR games for people with Parkinson’s disease. 
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