Abstract

Nowadays, developing Virtual Reality (VR) and Immersive Virtual Reality (IVR) application is one of the alternative support tools used to support children in learning road safety education. At early stage of VR/IVR application development, cybersickness was one of the main concerns that occur in both non-immersive and immersive environment that include both VR platforms which are Mobile and Tethered. This is because it involves inconsistencies between visual and physical movement in the virtual environment. Thus, the primary concern of this study is to explore and identify appropriate design guidelines in reducing cyber and simulator sickness in developing VR/IVR application for both platforms which employed in previous research. In accordance, 14 studies have been selected for review in a comparative analysis. The findings of this study discuss the appropriate cybersickness reduction design guidelines and principle that applicable and beneficial in the development process of the VR/IVR application and respectively reducing the cybersickness effect

Highlights

  • VR is an interactive, immersive, and realistic three-dimensional computer-simulated world that provides a significant learning experience [1]

  • The use of VR/IVR as an interactive approach in teaching and learning has a positive impact on student engagement and participation in the learning experience

  • Cybersickness is still identified as a problem that affects the quality of the learning experience, especially when interacting with VR

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Summary

Introduction

VR is an interactive, immersive, and realistic three-dimensional computer-simulated world that provides a significant learning experience [1]. The HMD Oculus Rift and HTC Vive are two examples of tethered HMD devices that provide stereoscopic 3D display, which is worn on the head or a part of the helmet that provides an immersive virtual reality experience [13]. It is a new form of interaction between humans and machines with full visual immersion that is beyond the use of a keyboard, mouse, and touch-screen.

Cybersickness
Study method
Comparative analysis
The proposed design element of cybersickness reduction guidelines
The validation process of the proposed design element of cybersickness reduction guidelines
Participant profile and setting
Data collection procedure and instrument
Result and discussion
Design Elements and Principle
Significance of study
Findings
Conclusion
Authors
Full Text
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