Cybersickness: perception of self-motion in virtual environments
Presence: Teleoperators and Virtual Environments
Designing computer systems for older adults
The human-computer interaction handbook
An Introduction to 3-D User Interface Design
Presence: Teleoperators and Virtual Environments
Duration and Exposure to Virtual Environments: Sickness Curves During and Across Sessions
Presence: Teleoperators and Virtual Environments
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Most virtual environments (VEs) lack information such as peripheral vision, responsiveness to limb-movement and, more often than not, subdued response to pleasantness. However, only a few studies in the literature have focused on the effects of age on VE sickness susceptibility and even less research was carried out focusing on the elderly. This study investigated the factors that contribute to sickness among the elderly when immersed into a 3D virtual store. The results of the first experiment showed that the rate of simulator sickness questionnaire (SSQ) scores increases significantly with navigational rotating speed and duration of exposure. In applying these findings, the fuzzy technology was used to develop a fuzzy sickness warning system with contributing factors. The results of the second experiment showed that the proposed system can efficiently combat sickness due to improper operating (i.e. faster rotation of the visual scene) or long exposure to a VE.