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Using the gameplay and user data to predict and identify causes of cybersickness manifestation in virtual reality games.
Thiago Malheiros Porcino
Érick O. Rodrigues
Alexandre Silva
Esteban Clua
Daniela Trevisan
Published in:
SeGAH (2020)
Keyphrases
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virtual reality
game play
data analysis
virtual environment
video games
user interface
end users
three dimensional
virtual space
multi sensory
e learning
learning environment
user preferences
computer graphics
virtual humans