Abstract
Most virtual environments (VEs) lack information such as peripheral vision, responsiveness to limb-movement and, more often than not, subdued response to pleasantness. However, only a few studies in the literature have focused on the effects of age on VE sickness susceptibility and even less research was carried out focusing on the elderly. This study investigated the factors that contribute to sickness among the elderly when immersed into a 3D virtual store. The results of the first experiment showed that the rate of simulator sickness questionnaire (SSQ) scores increases significantly with navigational rotating speed and duration of exposure. In applying these findings, the fuzzy technology was used to develop a fuzzy sickness warning system with contributing factors. The results of the second experiment showed that the proposed system can efficiently combat sickness due to improper operating (i.e. faster rotation of the visual scene) or long exposure to a VE.
Talk to us
Join us for a 30 min session where you can share your feedback and ask us any queries you have
Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.