3D virtual store with an internet connection used at home can provide the elderly a new channel to buy something which they need. However, most virtual environments (VEs) more often lack subdued response to pleasantness. A further confounding factor is that some users exhibit symptoms that parallel those of classical motion sickness, called cybersickness, both during and after the VE experience. The study investigated the factors that contribute to cybersickness among the elderly when immersed into a 3D virtual store. The results of the first experiment showed that the rate of simulator sickness questionnaire (SSQ) scores increases significantly with navigational rotating speed and duration of exposure. In applying these findings, a warning system with fuzzy control for combating cybersickness was developed. The results of the second experiment showed that the proposed system can efficiently determine the level of cybersickness based on the associated subjective sickness estimates and combat cybersickness induced within a 3D virtual store.
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