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Fig. 2 | Journal of NeuroEngineering and Rehabilitation

Fig. 2

From: Immersive virtual reality gameplay detects visuospatial atypicality, including unilateral spatial neglect, following brain injury: a pilot study

Fig. 2

Feasibility of The Attention Atlas. a Motion sickness during VR on the SSQ. b Game experience on the GEQ-R (1 = not at all, 2 = slightly, 3 = moderately, 4 = fairly, 5 = extremely). This and subsequent box plots show the median, the 50th and 75th percentiles (at the upper/lower hinges), and 1.5 × IQR from the hinges (whiskers). In this and subsequent plots, points represent players. c System usability on the SUS. Shaded regions show acceptability cut-offs. This and subsequent half-violin plots show the kernel density estimation

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