Sitting or Standing in VR: About Comfort, Conflicts, and Hazards.

IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING IEEE Computer Graphics and Applications Pub Date : 2024-03-01 DOI:10.1109/MCG.2024.3352349
Daniel Zielasko, Bernhard E Riecke, Mark Billinghurst, Michele Fiorentino, Kyle Johnsen
{"title":"Sitting or Standing in VR: About Comfort, Conflicts, and Hazards.","authors":"Daniel Zielasko, Bernhard E Riecke, Mark Billinghurst, Michele Fiorentino, Kyle Johnsen","doi":"10.1109/MCG.2024.3352349","DOIUrl":null,"url":null,"abstract":"<p><p>This article examines the choices between sitting and standing in virtual reality (VR) experiences, addressing conflicts, challenges, and opportunities. It explores issues such as the risk of motion sickness in stationary users and virtual rotations, the formation of mental models, consistent authoring, affordances, and the integration of embodied interfaces for enhanced interactions. Furthermore, it delves into the significance of multisensory integration and the impact of postural mismatches on immersion and acceptance in VR. Ultimately, the article underscores the importance of aligning postural choices and embodied interfaces with the goals of VR applications, be it for entertainment or simulation, to enhance user experiences.</p>","PeriodicalId":55026,"journal":{"name":"IEEE Computer Graphics and Applications","volume":"44 2","pages":"81-88"},"PeriodicalIF":1.7000,"publicationDate":"2024-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"IEEE Computer Graphics and Applications","FirstCategoryId":"94","ListUrlMain":"https://doi.org/10.1109/MCG.2024.3352349","RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"COMPUTER SCIENCE, SOFTWARE ENGINEERING","Score":null,"Total":0}
引用次数: 0

Abstract

This article examines the choices between sitting and standing in virtual reality (VR) experiences, addressing conflicts, challenges, and opportunities. It explores issues such as the risk of motion sickness in stationary users and virtual rotations, the formation of mental models, consistent authoring, affordances, and the integration of embodied interfaces for enhanced interactions. Furthermore, it delves into the significance of multisensory integration and the impact of postural mismatches on immersion and acceptance in VR. Ultimately, the article underscores the importance of aligning postural choices and embodied interfaces with the goals of VR applications, be it for entertainment or simulation, to enhance user experiences.

查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
虚拟现实中的坐姿或站姿:关于舒适、冲突和危险。
这篇文章探讨了在虚拟现实(VR)体验中坐着和站着之间的选择,探讨了冲突、挑战和机遇。文章探讨了一些问题,如静止用户的晕动病风险和虚拟旋转、心理模型的形成、连贯的创作、承受能力,以及为增强交互而整合体现式界面。此外,文章还深入探讨了多感官整合的重要性以及姿势不匹配对虚拟现实沉浸感和接受度的影响。最后,文章强调了根据 VR 应用(无论是娱乐还是模拟)的目标调整姿势选择和具身界面以增强用户体验的重要性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 去求助
来源期刊
IEEE Computer Graphics and Applications
IEEE Computer Graphics and Applications 工程技术-计算机:软件工程
CiteScore
3.20
自引率
5.60%
发文量
160
审稿时长
>12 weeks
期刊介绍: IEEE Computer Graphics and Applications (CG&A) bridges the theory and practice of computer graphics, visualization, virtual and augmented reality, and HCI. From specific algorithms to full system implementations, CG&A offers a unique combination of peer-reviewed feature articles and informal departments. Theme issues guest edited by leading researchers in their fields track the latest developments and trends in computer-generated graphical content, while tutorials and surveys provide a broad overview of interesting and timely topics. Regular departments further explore the core areas of graphics as well as extend into topics such as usability, education, history, and opinion. Each issue, the story of our cover focuses on creative applications of the technology by an artist or designer. Published six times a year, CG&A is indispensable reading for people working at the leading edge of computer-generated graphics technology and its applications in everything from business to the arts.
期刊最新文献
PerSiVal: On-Body AR Visualization of Biomechanical Arm Simulations. Effect of white matter uncertainty visualization in neurosurgical decision making. Quantum Machine Learning Playground Q-Seg: Quantum Annealing-Based Unsupervised Image Segmentation BRPVis: Visual Analytics for Bus Route Planning Based on Perception of Passenger Travel Demand.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1