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Learning in Affectively Intense Virtual Environments - LITE

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29<br />

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>

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