2021
DOI: 10.3390/computers10060073
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To Sit or Not to Sit in VR: Analyzing Influences and (Dis)Advantages of Posture and Embodied Interaction

Abstract: Virtual Reality (VR) users typically either sit or stand/walk when using VR; however, the impact of this is little researched, and there is a lack of any broad or systematic analysis of how this difference in physical posture might affect user experience and behavior. To address this gap, we propose such a systematic analysis that was refined through discussions and iterations during a dedicated workshop with VR experts. This analysis was complemented by an online survey to integrate the perspectives of a larg… Show more

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Cited by 41 publications
(11 citation statements)
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“…Coburn et al (2020) advocate multiple transition styles (locomotion) for users. We can hypothesize that users in a VR application for office-like tasks will be sitting (Zielasko et al 2017;Zielasko and Riecke 2021). Zielasko et al (2019) had participants move by leaning (forward and backward).…”
Section: Cybersickness and Working In Vrmentioning
confidence: 99%
“…Coburn et al (2020) advocate multiple transition styles (locomotion) for users. We can hypothesize that users in a VR application for office-like tasks will be sitting (Zielasko et al 2017;Zielasko and Riecke 2021). Zielasko et al (2019) had participants move by leaning (forward and backward).…”
Section: Cybersickness and Working In Vrmentioning
confidence: 99%
“…During the experiment, the participants sat on a swivel chair without wheels, to be able to easily rotate themselves as much as they wanted without translations possibly caused by wheels. We chose sitting over standing for a few reasons; first, many people seem to prefer sitting over standing in VR [31]; second, it is more inclusive since standing is physically more difficult for many people, and third; this way we can be sure that the people do not translate (take steps around), which could confound the study. To avoid the participants getting entangled with the cable, we installed a pulley system that feeds the cable from the ceiling.…”
Section: Experiments a Study Setupmentioning
confidence: 99%
“…Participants in high embodied conditions learned the most. Zielasko and Riecke (2021) carry out a systematic analysis with VR experts in a workshop to find out the effect of body posture and embodied interactions on various VR experiences such as engagement, enjoyment, comfort, and accessibility. They also found higher embodied locomotion cues for walking rather than sitting.…”
Section: Sense Of Embodimentmentioning
confidence: 99%
“…Even though physically walking is considered to be cognitively demanding, it is considered to be the most natural interaction technique (Lages and Bowman, 2018). Zielasko and Riecke (2021) carry out a survey in which participants rated higher embodied (non-visual) locomotion cues for walking, walking in place, and arm swinging than standing, sitting, or teleportation. In a webbased desktop VR, physical walking can be replicated using a controller.…”
Section: Bodily Engagement Through Moving the User In Spacementioning
confidence: 99%