Learning in Affectively Intense Virtual Environments - LITE
Learning in Affectively Intense Virtual Environments - LITE
Learning in Affectively Intense Virtual Environments - LITE
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Figure 3.0. Themes<br />
3.2.1. User Performance. This section deals with qualitative data associated<br />
with factors affect<strong>in</strong>g user performance <strong>in</strong> the virtual environment.<br />
Little Evidence of Past Motion Sickness <strong>in</strong> Participants. Most subjects responded<br />
negatively when asked if they had a past history of motion sickness. One female<br />
participant compla<strong>in</strong>ed of experienc<strong>in</strong>g motion sickness on drives but completed the<br />
experiment without a hitch.<br />
Most participants experienced some degree of discomfort after 12 m<strong>in</strong>utes with<br />
the head mounted display. Most of the participants stated that they experienced<br />
momentary discomfort after 12 m<strong>in</strong>utes of immersion <strong>in</strong> the virtual reality environment<br />
us<strong>in</strong>g the head mounted display.<br />
Equal distribution of participants who had experience with first person games.<br />
There were an even proportion of gamers who had experience with the first person genre<br />
of games, which was quite similar to the virtual environment that was used <strong>in</strong> the<br />
experiments vs. those who had not had experience with these games.<br />
Little experience with head mounted displays. Most of the participants had not<br />
used head mounted displays prior to the experiment and expressed curiosity <strong>in</strong> terms of<br />
its function<strong>in</strong>g.<br />
VR task was relative easy for all participants with one exception. Analysis of the<br />
video record<strong>in</strong>gs of the participants showed that all of the participants were successful <strong>in</strong>