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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,努力和晕车

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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潜力为用户提供一个引人入胜且生态有效的环境,在其中可以锻炼运动和认知技能。这项研究的目的是评估虚拟游乐场对三个年龄组(儿童,年轻人和老年人)的可用性,这些年龄组在沉浸式虚拟游乐场中执行三个任务。尽管他们之间存在一些关键差异,但所有参与者在虚拟操场上玩耍时总体上具有积极的体验,并且很少患网络病。

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