Proceedings of the 13th ACM Multimedia Systems Conference 2022
DOI: 10.1145/3524273.3533928
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Analyzing and understanding embodied interactions in virtual reality systems

Abstract: Virtual reality (VR) offers opportunities in human-computer interaction research, to embody users in immersive environments and observe how they interact with 3D scenarios under well-controlled environments. VR content has stronger influences on users physical and emotional states as compared to traditional 2D media, however, a fuller understanding of this kind of embodied interaction is currently limited by the extent to which attention and behavior can be observed in a VR environment, and the accuracy at whi… Show more

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Cited by 2 publications
(6 citation statements)
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“…Figure 2: Our study in VR [32] that produced the dataset. In the study, users crossed a virtual road with simulated car traffic, in six scenarios with a variable amount of interactivity and number of cars on the road.…”
Section: Datasetmentioning
confidence: 99%
See 3 more Smart Citations
“…Figure 2: Our study in VR [32] that produced the dataset. In the study, users crossed a virtual road with simulated car traffic, in six scenarios with a variable amount of interactivity and number of cars on the road.…”
Section: Datasetmentioning
confidence: 99%
“…The dataset we chose to exemplify our task-based methodology is the CREATTIVE3D multimodal dataset of user behaviour in virtual reality, publicly available from the VR study we conducted in our previous work [32]. The dataset presents the two characteristics necessary for our methodology: (1) a clear temporal segmentation of tasks and sub-tasks in scenarios, and (2) behaviour and 3D context data containing timestamps for synchronisation.…”
Section: Datasetmentioning
confidence: 99%
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“…These devices play a pivotal role in creating seamless, immersive experiences. Recent studies have delved into innovative solutions aiming to prevent information overload [38], alleviate cognitive load [77], explore eye-tracking technologies [122], synchronize visual-motor responses [79], or leverage natural finger positioning [158]. These efforts aim to create more accessible and intuitive entry points into the physical world.…”
Section: Metaverseunclassified