CORRECTION article

Front. Psychol., 21 August 2023

Sec. Media Psychology

Volume 14 - 2023 | https://doi.org/10.3389/fpsyg.2023.1261103

Corrigendum: Design guidelines for limiting and eliminating virtual reality-induced symptoms and effects at work: a comprehensive, factor-oriented review

  • 1. Heudiasyc UMR 7253, Alliance Sorbonne Université, Université de Technologie de Compiègne, CNRS, Compiègne, France

  • 2. Institute for Creative Technologies, University of Southern California, Los Angeles, CA, United States

  • 3. IFSTTAR, University Gustave Eiffel and University of Paris, Paris, France

  • 4. Department of Psychology, University of Central Florida, Orlando, FL, United States

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In the published article, there was an error regarding the affiliation for author Domitile Lourdeaux. Their affiliation was stated as “2 Institute for Creative Technologies, University of Southern California, Los Angeles, CA, United States” but should be “1 Heudiasyc UMR 7253, Alliance Sorbonne Université, Université de Technologie de Compiègne, CNRS, Compiègne, France”.

In the published article, there was also an error in Discussion and Limitations, Paragraph 9. The second sentence cited “(Rebenitsch and Owen, 2017)” but it should be “(Biener et al., 2022)”. The corrected paragraph appears below:

One major limitation of this study is that we concentrated on short-term VRISE. However, working in VR implies daily use, and a pre-print (Biener et al., 2022) documented VR work for 1 week. VR appears to be worse than PC working. Cybersickness is a concern, and some participants even dropped out of the study. The advantages and disadvantages of VR's long-term use are yet to be drawn. Following the present guidelines might help foster advantages, but they cannot delete disadvantages.

The authors apologize for these errors and state that this does not change the scientific conclusions of the article in any way. The original article has been updated.

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Publisher’s note

All claims expressed in this article are solely those of the authors and do not necessarily represent those of their affiliated organizations, or those of the publisher, the editors and the reviewers. Any product that may be evaluated in this article, or claim that may be made by its manufacturer, is not guaranteed or endorsed by the publisher.

References

  • 1

    BienerV.KalamkarS.NouriN.OfekE.PahudM.DudleyJ. J.et al. (2022). Quantifying the effects of working in VR for one week. arXiv. 10.48550/arXiv.2206.03189

Summary

Keywords

virtual reality, ergonomics, cybersickness, visual fatigue, muscle fatigue, acute stress, mental overload, work

Citation

Souchet AD, Lourdeaux D, Burkhardt J-M and Hancock PA (2023) Corrigendum: Design guidelines for limiting and eliminating virtual reality-induced symptoms and effects at work: a comprehensive, factor-oriented review. Front. Psychol. 14:1261103. doi: 10.3389/fpsyg.2023.1261103

Received

18 July 2023

Accepted

31 July 2023

Published

21 August 2023

Volume

14 - 2023

Edited and reviewed by

Hai-Ning Liang, Xi'an Jiaotong-Liverpool University, China

Updates

Copyright

*Correspondence: Alexis D. Souchet

Disclaimer

All claims expressed in this article are solely those of the authors and do not necessarily represent those of their affiliated organizations, or those of the publisher, the editors and the reviewers. Any product that may be evaluated in this article or claim that may be made by its manufacturer is not guaranteed or endorsed by the publisher.

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