A study of the virtual reality cybersickness impacts and improvement strategy towards the overall undergraduate students' virtual learning experience.
Sannia MaretaJoseph Manuel ThenaraRafael RiveroMay Tan-MullinsPublished in: Interact. Technol. Smart Educ. (2022)
Keyphrases
- virtual reality
- undergraduate students
- learning experience
- virtual environment
- virtual world
- augmented reality
- virtual museum
- virtual reality technology
- interactive virtual
- computer graphics
- learning tools
- three dimensional
- video games
- e learning
- virtual laboratory
- learning preferences
- virtual training
- learning process
- learning outcomes
- mobile learning
- graduate students
- learning styles
- virtual humans
- virtual space
- information systems
- pedagogical agents
- assessment tool
- postgraduate students
- computer science