R. J. Stone, Applications of virtual environments: An overview. Handbook of virtual environments: Design, implementation, and applications. Human factors and ergonomics, pp.827-856, 2002.
DOI : 10.1201/b17360-44

K. Kim, M. Z. Rosenthal, D. J. Zielinski, and R. Brady, Effects of virtual environment platforms on emotional responses. Computer methods and programs in biomedicine, pp.882-893, 2014.

M. Mcgill, D. Boland, R. Murray-smith, and S. Brewster, A Dose of Reality: Overcoming Usability Challenges in VR Head-Mounted Displays, Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems (CHI '15)

C. Cruz-neira, D. J. Sandin, and T. A. Defanti, Surround-screen projection-based virtual reality, Proceedings of the 20th annual conference on Computer graphics and interactive techniques , SIGGRAPH '93, pp.135-142, 1993.
DOI : 10.1145/166117.166134

C. T. Tan, T. W. Leong, S. Shen, C. Dubravs, and C. Si, Exploring Gameplay Experiences on the Oculus Rift, Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, CHI PLAY '15, pp.253-263, 2015.
DOI : 10.1145/2628257.2628261

I. E. Sutherland, The ultimate display. Multimedia: From Wagner to virtual reality, 1965.

G. Bishop, W. Bricken, F. Brooks, M. Brown, C. Burbeck et al., Research directions in virtual environments, ACM SIGGRAPH Computer Graphics, vol.26, issue.3, p.153, 1992.
DOI : 10.1145/142413.142416

K. Kim, M. Z. Rosenthal, D. Zielinski, and R. Brady, Comparison of desktop, head mounted display, and six wall fully immersive systems using a stressful task, 2012 IEEE Virtual Reality (VR), pp.2012-143, 2012.
DOI : 10.1109/VR.2012.6180922

S. Davis, K. Nesbitt, and E. Nalivaiko, A Systematic Review of Cybersickness, Proceedings of the 2014 Conference on Interactive Entertainment, IE2014, pp.1-9, 2014.
DOI : 10.1162/105474601750216803

S. Davis, K. Nesbitt, and E. Nalivaiko, Comparing the onset of cybersickness using the oculus rift and two virtual roller coasters, Proceedings of the 11th Australasian Conference on Interactive Entertainment, p.30, 2015.

J. Polcar and P. Horejsi, KNOWLEDGE ACQUISITION AND CYBER SICKNESS: A COMPARISON OF VR DEVICES IN VIRTUAL TOURS, MM Science Journal, vol.2015, issue.02, pp.613-616, 2015.
DOI : 10.17973/MMSJ.2015_06_201516

J. H. Brockmyer, C. M. Fox, K. A. Curtiss, E. Mcbroom, K. M. Burkhart et al., The development of the Game Engagement Questionnaire: A measure of engagement in video game-playing, Journal of Experimental Social Psychology, vol.45, issue.4, pp.624-634, 2009.
DOI : 10.1016/j.jesp.2009.02.016

M. Lancelle, V. Settgast, and D. W. Fellner, Definitely Affordable Virtual Environment, Virtual Reality Conference, 2008.

N. C. Huff, D. J. Zielinski, M. E. Fecteau, R. Brady, and K. S. Labar, Human Fear Conditioning Conducted in Full Immersion 3-Dimensional Virtual Reality, Journal of Visualized Experiments, vol.42, issue.42, p.1993, 2010.
DOI : 10.3791/1993

URL : https://www.ncbi.nlm.nih.gov/pmc/articles/PMC3278330/pdf

S. Sharples, S. Cobb, A. Moody, W. , and J. R. , Virtual reality induced symptoms and effects (VRISE): Comparison of head mounted display (HMD), desktop and projection display systems, Displays, vol.29, issue.2, pp.29-58, 2008.
DOI : 10.1016/j.displa.2007.09.005