Adina Houldin, S. Goldstand, E. Gal, Patrice L. (Tamar) Weiss, Y. Bahat, D. Weiss, Adva Moran, Noa Yigal
{"title":"Usability of an Immersive Virtual Playground: Enjoyment, Authenticity, Effort and Cybersickness","authors":"Adina Houldin, S. Goldstand, E. Gal, Patrice L. (Tamar) Weiss, Y. Bahat, D. Weiss, Adva Moran, Noa Yigal","doi":"10.1109/ICVR46560.2019.8994485","DOIUrl":null,"url":null,"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.","PeriodicalId":179905,"journal":{"name":"2019 International Conference on Virtual Rehabilitation (ICVR)","volume":null,"pages":null},"PeriodicalIF":0.0000,"publicationDate":"2019-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2019 International Conference on Virtual Rehabilitation (ICVR)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ICVR46560.2019.8994485","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
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.