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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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.