Reading is a fundamental activity to obtain information both in the real and the digital world. Virtual reality (VR) allows novel approaches for users to view, read, and interact with a text. However, for efcient reading, it is necessary to understand how a text should be displayed in VR without impairing the VR experience. Therefore, we conducted a study with 18 participants to investigate text presentation type and location in VR. We compared world-fxed, edge-fxed, and head-fxed text locations. Texts were displayed using Rapid Serial Visual Presentation (RSVP) or as a paragraph. We found that RSVP is a promising presentation type for reading short texts displayed in edge-fxed or head-fxed location in VR. The paragraph presentation type using world-fxed or edge-fxed location is promising for reading long text if movement in the virtual environment is not required. Insights from our study inform the design of reading interfaces for VR applications. CCS CONCEPTS• Human-centered computing → User studies; Virtual reality.
Avatars in virtual reality (VR) can have body structures that differ from the physical self. Game designers, for example, often stylize virtual characters by reducing the number of fingers. Previous work found that the sensation of presence in VR depends on avatar realism and the number of limbs. However, it is currently unknown how the removal of individual fingers affects the VR experience, body perception, and how fingers are used instead. In a study with 24 participants, we investigate the effects of missing fingers and avatar realism on presence, phantom pain perception, and finger usage. Our results show that particularly missing index fingers decrease presence, show the highest phantom pain ratings, and significantly change hand interaction behavior. We found that relative usage of thumb and index fingers in contrast to middle, ring, and little finger usage was higher with abstract hands than with realistic ones-even when the fingers were missing. We assume that dominant fingers are firstly integrated into the own body schema when an avatar does not resemble one's own appearance. We discuss cognitive mechanisms in experiencing virtual limb loss.
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