Usability of an Immersive Virtual Playground: Enjoyment, Authenticity, Effort and Cybersickness

Adina Houldin, S. Goldstand, E. Gal, Patrice L. (Tamar) Weiss, Y. Bahat, D. Weiss, Adva Moran, Noa Yigal
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引用次数: 1

Abstract

Immersive virtual reality systems have the potential to provide users with an engaging and ecologically valid environment in which to practice motor and cognitive skills. The purpose of this study was to evaluate the usability of a virtual playground for three age groups (children, young adults, and older adults) who performed three tasks within an immersive virtual playground. All participants had an overall positive experiences and minimal cybersickness while playing in the virtual playground although there were some key differences between them.
沉浸式虚拟现实系统有可能为用户提供一个引人入胜的、生态有效的环境,在这个环境中,用户可以练习运动和认知技能。本研究的目的是评估三个年龄组(儿童、年轻人和老年人)在沉浸式虚拟游乐场中执行三项任务的虚拟游乐场的可用性。所有参与者在虚拟操场上玩游戏时,总体上都有积极的体验,晕动症也很少,尽管他们之间存在一些关键差异。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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