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Learning in Affectively Intense Virtual Environments - LITE

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33<br />

familiar with the computer science build<strong>in</strong>g, which formed the majority of the subjects<br />

tested.<br />

The five button mouse was difficult to use, particular for those with first-person<br />

video game experience. Participants tended to be confused between buttons on the mouse<br />

dur<strong>in</strong>g the course of the experiment. The left and right mouse buttons were used for<br />

forward and backward navigation respectively. This is contrary to the way most gamers<br />

use their mouse controls and the wrong key click tended to be used. This is evident from<br />

the video record<strong>in</strong>g, when erratic backward movement was observed. Most participants<br />

who were familiar with computer games, especially the first person shooter genre,<br />

expressed dissatisfaction of not be<strong>in</strong>g able to use two hands (the less dom<strong>in</strong>ant hand was<br />

strapped to electrodes connected to the GSR record<strong>in</strong>g device).<br />

VR sickness measures. Measures such as questionnaires that determ<strong>in</strong>e the degree<br />

of VR sickness experienced dur<strong>in</strong>g the VR tra<strong>in</strong><strong>in</strong>g could have be employed.

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