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dc.contributor.authorSalgado, Débora P.
dc.contributor.authorRodrigues, Thiago Braga
dc.contributor.authorMartins, Felipe R.
dc.contributor.authorNaves, Eduardo L.M.
dc.contributor.authorFlynn, Ronan
dc.contributor.authorMurray, Naill
dc.date.accessioned2019-12-20T09:51:42Z
dc.date.available2019-12-20T09:51:42Z
dc.date.copyright2019
dc.date.issued2019-11-07
dc.identifier.citationSalgado, D.P., Rodrigues, T.B., Martins, F., Naves, E.L., Flynn, R., Murray, N. (2019). The effect of cybersickness of an immersive wheelchair simulator. Procedia Computer Science. 160: 665-690. https://doi.org/10.1016/j.procs.2019.11.030.en_US
dc.identifier.issn1877-0509
dc.identifier.otherConferences - Electronics and Software Engineering - AITen_US
dc.identifier.otherPart of Special Issue of Procedia Computer Science: The 10th International Conference on Emerging Ubiquitous Systems and Pervasive Networks (EUSPN-2019) / The 9th International Conference on Current and Future Trends of Information and Communication Technologies in Healthcare (ICTH-2019) / Affiliated Workshops
dc.identifier.urihttp://research.thea.ie/handle/20.500.12065/2938
dc.description.abstractA key challenge that Immersive applications have to overcome is cybersickness. Cybersickness is particularly prevalent in dynamic applications such as vehicles simulators. The work presented here aims to understand the cause of cybersickness symptoms in an assistive technology (AT) application, the virtual wheelchair training simulator. This evaluation is performed in terms of errors made during experience and post-experience Simulator Sickness Questionnaire (SSQ). The performance metrics analyzed are time to complete the proposal task and number of collisions (errors/mistakes). The post-experience questionnaires (subjective measurements) collected the user’s experience in terms of simulator sickness by applying the Simulator Sickness Questionnaire (SSQ) and immersion questions. The experiments were conducted with 10 participants. In terms of results, analysis of human factors reveals that the average cybersickness score is slightly higher for women compared to men. However, these differences were not statistically significant. There was an inverse correlation between cybersickness symptoms and task performance as well as between cybersickness symptoms and immersion.en_US
dc.formatPDFen_US
dc.language.isoenen_US
dc.publisherElsevieren_US
dc.relation.ispartofProcedia Computer Science.en_US
dc.rightsAttribution-NonCommercial-NoDerivs 3.0 Ireland*
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/3.0/ie/*
dc.subjectCybersicknessen_US
dc.subjectImmersive technologiesen_US
dc.subjectWheelchair simulatoren_US
dc.subjectAssistive technologiesen_US
dc.titleThe effect of cybersickness of an immersive wheelchair simulator.en_US
dc.typeArticleen_US
dc.description.peerreviewyesen_US
dc.identifier.conferenceInternational Workshop on Future Trends in Assistive Technology (FTAT 2019) November 4-7, 2019, Coimbra, Portugal.
dc.identifier.doihttps://doi.org/10.1016/j.procs.2019.11.030
dc.identifier.orcidhttps://orcid.org/0000-0003-1313-8044
dc.identifier.orcidhttps://orcid.org/0000-0002-2017-4492
dc.identifier.orcidhttps://orcid.org/0000-0002-6475-005X
dc.identifier.orcidhttps://orcid.org/0000-0002-5919-0596
dc.rights.accessOpen Accessen_US
dc.subject.departmentFaculty of Engineering & Informaticsen_US


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Attribution-NonCommercial-NoDerivs 3.0 Ireland
Except where otherwise noted, this item's license is described as Attribution-NonCommercial-NoDerivs 3.0 Ireland