2023
DOI: 10.1109/tvcg.2022.3161130
|View full text |Cite
|
Sign up to set email alerts
|

Influence of User Posture and Virtual Exercise on Impression of Locomotion During VR Observation

Abstract: A seated user watching his avatar walking in Virtual Reality (VR) and imagining being walking may have an impression of walking. In this paper, we show that such impression can be extended to other postures and other locomotion exercises. We present two user studies in which participants worn a VR headset and observed a first-person avatar realizing virtual exercises. In the first experiment, the avatar walked and participants (n=36) tested the simulation in 3 different postures (standing, sitting and Fowler's… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
3
1
1

Citation Types

1
6
1

Year Published

2023
2023
2024
2024

Publication Types

Select...
5
1

Relationship

1
5

Authors

Journals

citations
Cited by 12 publications
(8 citation statements)
references
References 74 publications
1
6
1
Order By: Relevance
“…The sitting position was chosen as it is a common gaming position which does not induce much sensation of effort and could benefit from our system. Also, it induces as much embodiment as standing when observing a walking simulation and is more comfortable [46]. Participants were told that, during the simulations, they could look around and had to focus on their sensations and relationship with their avatar.…”
Section: Methodsmentioning
confidence: 99%
“…The sitting position was chosen as it is a common gaming position which does not induce much sensation of effort and could benefit from our system. Also, it induces as much embodiment as standing when observing a walking simulation and is more comfortable [46]. Participants were told that, during the simulations, they could look around and had to focus on their sensations and relationship with their avatar.…”
Section: Methodsmentioning
confidence: 99%
“…We limited such an effect so as not to bias the results by reducing the walking speed, keeping the direction constant, and dampening the head swing. The same animation and settings were also used in [5] with participants novice in VR and they did not experience cyber-sickness so it seems unlikely that it was caused in the simulation but this should be investigated in a future study. As it stands, our results suggest that future applications should consider the possibility of not simulating vibrotactile feedback for 1PP avatar so as not to affect the IoW of some participants.…”
Section: Influence Of Vibrotactile Feedback On Iowmentioning
confidence: 99%
“…Previous work has evaluated embodiment toward 1PP and 3PP avatars [4], [5] when observing a virtual walk. Our results appear to be lower, especially for 1PP.…”
Section: Influence Of Vibrotactile Feedback On Embodimentmentioning
confidence: 99%
See 2 more Smart Citations