A guideline proposal for minimizing cybersickness in VR-based serious games and applications.
Thiago Malheiros PorcinoDerek ReillyEsteban CluaDaniela TrevisanPublished in: SeGAH (2022)
Keyphrases
- serious games
- virtual environment
- virtual reality
- game play
- virtual world
- educational games
- game engine
- game design
- computer graphics
- virtual characters
- educational tools
- design principles
- game based learning
- intelligent tutoring
- game development
- decision support system
- communication skills
- social skills
- digital games
- learning processes
- computer games
- artificial intelligence
- video games
- clinical guidelines
- real world
- usability testing
- three dimensional
- databases