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

机译:沉浸式虚拟游乐场的可用性:享受,真实性,努力和Cyber​​ickness

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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.
机译:沉浸式虚拟现实系统有可能为用户提供参与和生态上有效的环境,在这种情况下练习电机和认知技能。本研究的目的是评估虚拟游乐场的可用性为三个年龄组(儿童,年轻人和老年人),他在沉浸式虚拟操场中执行了三个任务。所有参与者在虚拟游乐场玩时,所有参与者都有整体积极经验和最小的Cyber​​ick,尽管它们之间存在一些关键差异。

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