[Fig.1] VIVE set (middle: head set, lower: both hands’ constrollers, upper: light sensors)
[Fig. 2] experiment environment (taking VIVE head set on the face, grab VIVE controllers on both hands)
[Fig. 4] Screens of 6 eye diseases
[Fig. 3] Main screen (room1, sitting on a sofa in the living room): two lines(red) directing up from the bottom area are direction of both controllers.
[Fig. 5] Game 1(reading newspaper): a square(yellow) on the table is the newspaper. It starts with pointing and clicking of any controller.
[Fig. 6] Game1 process: reading question on the left area, select one of 4 answers on the right with any controller by clicking.
[Fig. 7] Room2 for game2(pairing socks) on the right side, and game3(sewing) on the left.
[Fig. 8] Game2 (pairing socks): each controller can pick up a sock among the heap. Both controllers should pick the right pair of socks.
[Fig. 9] Game2 process: when both selected pair of socks are correct, it changes to a folded one on the right side.
[Fig. 11] Game3(sewing) tutorial: dotted line is the way of sewing machine on a fabric. When it goes away from the base line, the score get lower from 100 (trial for 30 seconds).
[Fig. 12] Game3 process: control the fabric for the sewing machine to follow base line of trouser.
[Fig. 13] Graph of the experimental comparison in [Table 2].
[Fig. 14] Usability of VR Game
[Fig. 15] Itemized comparison of usability of VR games (full score: 4 each)
[Fig. 10]. Game3(sewing) can be started by pointing and clicking any controller.
[Table 1] Demographic characteristic of participants (N=36)
[Table 2] Experimental Comparison of comprehension of symptoms and incenveniences of presbyopia, cataract and glaucoma before and after the VR games.
[Table 3] Result of usabilities of the developed VR games
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