Will simulation sickness slow down the diffusion of virtual environment technology?
Presence: Teleoperators and Virtual Environments
An introduction to fuzzy control (2nd ed.)
An introduction to fuzzy control (2nd ed.)
The Relationship Between Age and Incidence of Cybersickness among Immersive Environment Users
VR '05 Proceedings of the 2005 IEEE Conference 2005 on Virtual Reality
APGV '06 Proceedings of the 3rd symposium on Applied perception in graphics and visualization
An Introduction to 3-D User Interface Design
Presence: Teleoperators and Virtual Environments
Human Factors Issues in Virtual Environments: A Review of the Literature
Presence: Teleoperators and Virtual Environments
Virtual Reality-Induced Symptoms and Effects (VRISE)
Presence: Teleoperators and Virtual Environments
Cybersickness induced by desktop virtual reality
Proceedings of Graphics Interface 2012
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Recently the development of network technology is quickly, there are more and more VEs can be browsed on the Web, such as video games, digital museums and electronic shops. Therefore, the older web-users can easily immerse in a VE at home and become the fastest growing group of internet users. In general, these visitors browse the web-VEs on the field of TFT-LCD display. This study found that the SSQ scores of cybersickness increased significantly with increasing navigation rotating speed and exposure duration on older participants whilst the device of TFT-LCD displays are used to present the VE. Therefore, the cybersickness-predicting model was designed by fuzzy sets including speed of navigation rotation, angle of navigation rotation and exposure duration to evaluate the symptom of cybersickness for older users on TFT-LCD display in VE.