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Einfluss unterschiedlicher Spielecontroller auf die Immersion und den Motion Sickness Effekt in der virtuellen Realität (2019)
Itani, Hussam
This bachelor thesis investigates the utilization of the Wii Balance Board in virtual reality applications. For the investigation a snowboard game is implemented, in which the virtual avatar can be controlled with the pressure sensors of the Wii Balance Board. The user should be able to move playfully and intuitively through the virtual environment by balancing his body. The immersiveness and the influence on motion sickness and cybersickness will be investigated. In Addition, the Wii Balance Board will be compared with the Xbox Controller. The aim of the work is to evaluate whether the Wii Balance Board is able to allow free movement in virtual environments and whether it is more advantageous to use it rather than a conventional controller. The results of the survey indicate that the Wii Balance Board has a positive influence on the immersivness of the game, despite better game results by using a conventional controller. The survey also reveals that the use of the Wii Balance Board is responsible for more motion-sickness/cybersickness cases.
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