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With exploding interest in immersive learning, surprisingly little consideration has been given to how adverse effects associated with virtual reality (VR) headsets (e.g., cybersickness) could impact learning for typical populations in general, and vulnerable populations specifically. In this session, we present evidence of cybersickness from a study on the Virtuoso project, a VR intervention for adults with autism. Implications are discussed related to learning impact and ethics.
Presenter: Noah Glaser, University of Connecticut
Presenter: Matthew Schmidt, University of Florida
Contributor: Carla Schmidt, University of Cincinnati