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Efectos secundarios tras el uso de realidad virtual inmersiva en un videojuego

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TLDR
In this paper, the effects on the balance, attention, visuomotor coordination, discomfort and anxiety after the use of a videogame with virtual reality have been analyzed and recommended for people using too much time virtual reality.
Abstract
Side-effects of a videogame with Inmersive Virtual Reality. The progresses of virtual reality development are so fast that it is necessary to study also his possible side-effects. This study tries to analyze the effects on the balance, attention, visuomotor coordination, discomfort and anxiety after the use of a videogame with virtual reality. Four groups have been used with measurements pre-post, a control-group and three experimental groups with different intensity using virtual reality. The sample of 120 participants was randomized, pre-assigned by sex and studies, 30 for each condition. A Smart Visor VFX full stereoscopic immersive type with detector of position was used. The videogame was Unreal Tournament. As results, 13% of the participants had to retire due to uncomfortable side-effects. The side-effects were major in the group of high intensity use, less in those of daily use where there was an adjustment of these side-effects, and even less in the group with only an hour. It is concluded with some recommendations for people using too much time virtual reality.

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Integración de la realidad virtual inmersiva en los Grados de Comunicación Integration of immersive virtual reality in Communication Degrees

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Teaching Approach for the Development of Virtual Reality Videogames

TL;DR: A proposal based on Project-Based Learning (PBL) and videogames development method, linking material, tools, and creative knowledge to establish the teaching process for videogames to improve the students’ learning experience is described.
References
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TL;DR: The Spanish version of the State-Trait Anxiety Inventory (STAI) was translated into Spanish with the assistance of psychologists from 10 different Latin Ameriaconic countries as mentioned in this paper.
Journal ArticleDOI

Virtual reality induced symptoms and effects (VRISE): Comparison of head mounted display (HMD), desktop and projection display systems

TL;DR: Recommendations are offered concerning design and use of VR systems in order to minimise VRISE as the most notable finding was that of high inter- and intra-participant variability.
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Human Factors Issues in Virtual Environments: A Review of the Literature

TL;DR: The challenges each of these factors present to the effective design of virtual environments and systematic approaches to the resolution of each of them are discussed.
Journal ArticleDOI

Virtual Reality-Induced Symptoms and Effects (VRISE)

TL;DR: The aetiology of the effects is sufficiently different to that for simulators or transport systems to justify a new term, virtual reality-induced symptoms and effects (VRISE).
Journal ArticleDOI

Video Games in Health Care: Closing the Gap

TL;DR: In this review, examples in the scientific literature of commercially available and tailor-made games used for education and training with patients and medical students and doctors are summarized.