To Sit or Not to Sit in VR: Analyzing Influences and (Dis)Advantages of Posture and Embodied Interaction
Abstract
:1. Introduction
- Attempt to provide a broader overview of the characteristics of a wide range of locomotion interfaces and interface types, to provide a more unified representation and classification.
- Enable VR designers to more easily determine what kind of posture and locomotion interfaces might be most suitable, based on the identified functional and non-functional requirements of the VR experience.
- Help pinpoint open research/development questions and better understand specific challenges and opportunities, e.g., in most VR use cases, there is arguably a mismatch between the physical setup (e.g., sitting in your office or living room with an HMD on your head and controllers in your hand) and the simulated VR scenario (e.g., sitting in a racing car, or walking around in armor fighting dragons). What aspects of this mismatch are critical or not? How important is it to match one’s posture and sit versus stand physically to match the virtual scenario (e.g., of sitting in a racing car versus standing/walking)? Could it be easier to imagine/simulate standing when actually sitting than the other way around?
- Provide a framework to help tackle open questions in research and development, e.g., which posture to use when and why? Could it be worthwhile to explore hybrid interfaces that combine the advantages of sitting versus standing/walking, and allow for an easier and more seamless transition between the different postures? Or could it make sense to provide flexible interfaces, such as sit-stand stools, like the MovMan [5], or bar stools that make it easier to get up from sitting, as it can provide a much higher sitting posture, which has been observed to be desirable in collaborative design review sessions [6]?
2. Methods
2.1. Iterative & Qualitative Expert Evaluation and Validation
2.2. Online Survey
3. Results
3.1. Online Survey
3.1.1. Rated Relevance of the Different Aspects of VR Locomotion Interfaces
3.1.2. Rated Degree of Embodiment of VR Locomotion Interfaces
3.1.3. Comparing Standing vs. Seated VR Locomotion Interfaces
3.2. Classification
4. Discussion
4.1. Cybersickness
4.2. Comfort
4.3. Locomotion Precision
4.4. Safety
4.5. Vection (Perceived Self-Motion)
4.6. Engagement & Enjoyment
4.7. Cognitive Load
4.8. Technical Complexity
4.9. Application Diversity and Flexibility
4.10. Accessibility
5. General Discussion
6. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
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Zielasko, D.; Riecke, B.E. To Sit or Not to Sit in VR: Analyzing Influences and (Dis)Advantages of Posture and Embodied Interaction. Computers 2021, 10, 73. https://doi.org/10.3390/computers10060073
Zielasko D, Riecke BE. To Sit or Not to Sit in VR: Analyzing Influences and (Dis)Advantages of Posture and Embodied Interaction. Computers. 2021; 10(6):73. https://doi.org/10.3390/computers10060073
Chicago/Turabian StyleZielasko, Daniel, and Bernhard E. Riecke. 2021. "To Sit or Not to Sit in VR: Analyzing Influences and (Dis)Advantages of Posture and Embodied Interaction" Computers 10, no. 6: 73. https://doi.org/10.3390/computers10060073
APA StyleZielasko, D., & Riecke, B. E. (2021). To Sit or Not to Sit in VR: Analyzing Influences and (Dis)Advantages of Posture and Embodied Interaction. Computers, 10(6), 73. https://doi.org/10.3390/computers10060073