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
Daniel Zielasko, Bernhard E Riecke, Mark Billinghurst, Michele Fiorentino, Kyle Johnsen
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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.

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。
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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.
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