“我感觉我的腹肌”:探索非站立式VR运动

Q1 Social Sciences
Reetu Kontio, Markus Laattala, Robin Welsch, Perttu Hämäläinen
{"title":"“我感觉我的腹肌”:探索非站立式VR运动","authors":"Reetu Kontio, Markus Laattala, Robin Welsch, Perttu Hämäläinen","doi":"10.1145/3611069","DOIUrl":null,"url":null,"abstract":"Virtual Reality (VR) games and experiences predominantly have the users interact while standing or seated. However, this only represents a fraction of the full diversity of human movement. In this paper, we explore a novel non-standing approach to VR locomotion where the user performs locomotion movements in the air or only slightly touching the ground with their feet. For instance, the user may lie supine on the ground, reminiscent of the Bicycle Crunch, a core training movement common in Pilates and other forms of bodyweight exercise. Although this cannot generally replace traditional VR locomotion, it provides two benefits that we believe can be of use for specific application domains such as VR exergames: First, the user's lower body movement is not impeded by a small real-life space, allowing versatile navigation of large virtual worlds using walking, running, strafing, and jumping. Second, we allow new ways to activate parts of the body that remain passive in most existing VR interactions. We describe and discuss four different variants of the approach, and investigate two prototypes further in a qualitative user study, to better understand their strengths, weaknesses, and application potential.","PeriodicalId":36902,"journal":{"name":"Proceedings of the ACM on Human-Computer Interaction","volume":"27 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2023-09-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"“I Feel My Abs”: Exploring Non-standing VR Locomotion\",\"authors\":\"Reetu Kontio, Markus Laattala, Robin Welsch, Perttu Hämäläinen\",\"doi\":\"10.1145/3611069\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Virtual Reality (VR) games and experiences predominantly have the users interact while standing or seated. However, this only represents a fraction of the full diversity of human movement. In this paper, we explore a novel non-standing approach to VR locomotion where the user performs locomotion movements in the air or only slightly touching the ground with their feet. For instance, the user may lie supine on the ground, reminiscent of the Bicycle Crunch, a core training movement common in Pilates and other forms of bodyweight exercise. Although this cannot generally replace traditional VR locomotion, it provides two benefits that we believe can be of use for specific application domains such as VR exergames: First, the user's lower body movement is not impeded by a small real-life space, allowing versatile navigation of large virtual worlds using walking, running, strafing, and jumping. Second, we allow new ways to activate parts of the body that remain passive in most existing VR interactions. We describe and discuss four different variants of the approach, and investigate two prototypes further in a qualitative user study, to better understand their strengths, weaknesses, and application potential.\",\"PeriodicalId\":36902,\"journal\":{\"name\":\"Proceedings of the ACM on Human-Computer Interaction\",\"volume\":\"27 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2023-09-29\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings of the ACM on Human-Computer Interaction\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/3611069\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q1\",\"JCRName\":\"Social Sciences\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the ACM on Human-Computer Interaction","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3611069","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"Social Sciences","Score":null,"Total":0}
引用次数: 0

摘要

虚拟现实(VR)游戏和体验主要是让用户站着或坐着进行交互。然而,这只代表了人类运动多样性的一小部分。在本文中,我们探索了一种新颖的非站立VR运动方法,用户在空中或仅用脚轻微接触地面进行运动运动。例如,使用者可以仰卧在地上,让人联想到“单车碾压”,这是普拉提和其他形式的体重锻炼中常见的核心训练动作。虽然这通常不能取代传统的VR运动,但它提供了两个好处,我们认为可以用于特定的应用领域,如VR运动游戏:首先,用户的下半身运动不会受到小型现实生活空间的阻碍,允许使用步行,跑步,扫打和跳跃来进行大型虚拟世界的多功能导航。其次,我们允许新的方法来激活在大多数现有的虚拟现实互动中仍然被动的身体部位。我们描述并讨论了该方法的四种不同变体,并在定性用户研究中进一步研究了两种原型,以更好地了解它们的优点、缺点和应用潜力。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
“I Feel My Abs”: Exploring Non-standing VR Locomotion
Virtual Reality (VR) games and experiences predominantly have the users interact while standing or seated. However, this only represents a fraction of the full diversity of human movement. In this paper, we explore a novel non-standing approach to VR locomotion where the user performs locomotion movements in the air or only slightly touching the ground with their feet. For instance, the user may lie supine on the ground, reminiscent of the Bicycle Crunch, a core training movement common in Pilates and other forms of bodyweight exercise. Although this cannot generally replace traditional VR locomotion, it provides two benefits that we believe can be of use for specific application domains such as VR exergames: First, the user's lower body movement is not impeded by a small real-life space, allowing versatile navigation of large virtual worlds using walking, running, strafing, and jumping. Second, we allow new ways to activate parts of the body that remain passive in most existing VR interactions. We describe and discuss four different variants of the approach, and investigate two prototypes further in a qualitative user study, to better understand their strengths, weaknesses, and application potential.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
Proceedings of the ACM on Human-Computer Interaction
Proceedings of the ACM on Human-Computer Interaction Social Sciences-Social Sciences (miscellaneous)
CiteScore
5.90
自引率
0.00%
发文量
257
×
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
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
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 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术官方微信