ABSTRACT
As the major goal of virtual reality (VR) is to provide enriched experience, motion based interface involving many parts of the body, if not the whole, is often employed. On the other hand, in general, the more body parts involved and active the interaction becomes, the less usable and more tiring the user can feel, and the more space the system can require. This in turn can even reversely affect the total experience in the negative way. In this paper, we explore whether it might be possible to convey the rich active VR experience while maintaining some minimum level of usability, by considering the extent of the of body involvement in the VR interaction. We compare six different styles of interaction in terms of their usability and experience in a simple virtual tennis application: one that uses the whole body (both upper and lower body), one that uses only the discrete input interaction device, and four others that use varied degrees of the body and device. Our experiment has shown that compared to the full body interaction, part body interaction showed comparable level of immersion, presence and active experience, while incurring a similarly low level of fatigue of the full interaction device based interaction. Constraining the active VR interface to the upper body without sacrificing the level of experience this way has an added advantage of less operating space. We believe that this investigation can serve as a guideline for VR interaction design that employs body based action interfaces.
- Steffi Beckhaus, Kristopher J Blom, and Matthias Haringer. 2007. ChairIO–the chair-based Interface. Concepts and technologies for pervasive games: a reader for pervasive gaming research 1(2007), 231–264.Google Scholar
- Christianne Falcao, Ana Catarina Lemos, and Marcelo Soares. 2015. Evaluation of natural user interface: a usability study based on the leap motion device. Procedia Manufacturing 3(2015), 5490–5495.Google ScholarCross Ref
- Carrie Heeter. 1992. Being there: The subjective experience of presence. Presence: Teleoperators & Virtual Environments 1, 2(1992), 262–271.Google ScholarDigital Library
- Beverly K Jaeger and Ronald R Mourant. 2001. Comparison of simulator sickness using static and dynamic walking simulators. In Proceedings of the Human Factors and Ergonomics Society Annual Meeting, Vol. 45. SAGE Publications Sage CA: Los Angeles, CA, 1896–1900.Google ScholarCross Ref
- Gerard Kim. 2005. Designing virtual reality systems. Springer.Google Scholar
- Yongwan Kim, Gun A Lee, Dongsik Jo, Ungyeon Yang, Gihong Kim, and Jinah Park. 2011. Analysis on virtual interaction-induced fatigue and difficulty in manipulation for interactive 3D gaming console. In 2011 IEEE International Conference on Consumer Electronics (ICCE). IEEE, 269–270.Google ScholarCross Ref
- Konami. 2020. Dance Dance Revolution. https://en.wikipedia.org/wiki/SDance_Dance_Revolution Accessed Sep. 17, 2020.Google Scholar
- Joseph J LaViola Jr, Ernst Kruijff, Ryan P McMahan, Doug Bowman, and Ivan P Poupyrev. 2017. 3D user interfaces: theory and practice. Addison-Wesley Professional.Google Scholar
- Yea Som Lee and Bong-Soo Sohn. 2018. Immersive gesture interfaces for navigation of 3D maps in HMD-based mobile virtual environments. Mobile Information Systems 2018 (2018).Google Scholar
- Pattie Maes, Trevor Darrell, Bruce Blumberg, and Alex Pentland. 1995. The ALIVE system: Full-body interaction with autonomous agents. In Proceedings Computer Animation’95. IEEE, 11–18.Google ScholarCross Ref
- Microsoft. 2020. Xbox. https://www.xbox.com/ Accessed Sep. 17, 2020.Google Scholar
- Niels Christian Nilsson, Tabitha Peck, Gerd Bruder, Eri Hodgson, Stefania Serafin, Mary Whitton, Frank Steinicke, and Evan Suma Rosenberg. 2018. 15 years of research on redirected walking in immersive virtual environments. IEEE computer graphics and applications 38, 2 (2018), 44–56.Google ScholarDigital Library
- Nintendo. 2020. WII. http://www.wii.com Accessed Sep. 17, 2020.Google Scholar
- Marco Pasch, Nadia Bianchi-Berthouze, Betsy Van Dijk, and Anton Nijholt. 2009. Immersion in movement-based interaction. In International Conference on Intelligent Technologies for Interactive Entertainment. Springer, 169–180.Google ScholarCross Ref
- Parinya Punpongsanon, Emilie Guy, Daisuke Iwai, Kosuke Sato, and Tamy Boubekeur. 2016. Extended LazyNav: Virtual 3D ground navigation for large displays and head-mounted displays. IEEE transactions on visualization and computer graphics 23, 8(2016), 1952–1963.Google Scholar
- Martijn J Schuemie, Peter Van Der Straaten, Merel Krijn, and Charles APG Van Der Mast. 2001. Research on presence in virtual reality: A survey. CyberPsychology & Behavior 4, 2 (2001), 183–201.Google ScholarCross Ref
- Daniel G Shapiro, Josh McCoy, April Grow, Ben Samuel, Andrew Stern, Reid Swanson, Mike Treanor, and Michael Mateas. 2013. Creating playable social experiences through whole-body interaction with virtual characters. In Ninth Artificial Intelligence and Interactive Digital Entertainment Conference. Citeseer.Google Scholar
- Mel Slater, Vasilis Linakis, Martin Usoh, and Rob Kooper. 1996. Immersion, presence and performance in virtual environments: An experiment with tri-dimensional chess. In Proceedings of the ACM symposium on virtual reality software and technology. 163–172.Google ScholarDigital Library
- Mel Slater, John McCarthy, and Francesco Maringelli. 1998. The influence of body movement on subjective presence in virtual environments. Human factors 40, 3 (1998), 469–477.Google Scholar
- Mel Slater, Martin Usoh, and Anthony Steed. 1995. Taking steps: the influence of a walking technique on presence in virtual reality. ACM Transactions on Computer-Human Interaction (TOCHI) 2, 3(1995), 201–219.Google ScholarDigital Library
- Sony. 2020. Playstation. https://www.playstation.com/en-au/explore/playstation-vr/ Accessed Sep. 17, 2020.Google Scholar
- Tuukka M Takala and Mikael Matveinen. 2014. Full body interaction in virtual reality with affordable hardware. In 2014 IEEE Virtual Reality (VR). IEEE, 157–157.Google Scholar
- James N Templeman, Patricia S Denbrook, and Linda E Sibert. 1999. Virtual locomotion: Walking in place through virtual environments. Presence 8, 6 (1999), 598–617.Google ScholarDigital Library
Recommendations
Exploring Interaction Fidelity in Virtual Reality: Object Manipulation and Whole-Body Movements
CHI '19: Proceedings of the 2019 CHI Conference on Human Factors in Computing SystemsHigh degrees of interaction fidelity (IF) in virtual reality (VR) are said to improve user experience and immersion, but there is also evidence of low IF providing comparable experiences. VR games are now increasingly prevalent, yet we still do not ...
The Effects of Indirectly Implied Real Body Cues to Virtual Body Ownership and Presence in a Virtual Reality Environment
VRST '16: Proceedings of the 22nd ACM Conference on Virtual Reality Software and TechnologyWhile direct associations, such as through visual, audio and tactile senses, play an obvious role in giving a person a perception of body presence in an immersive virtual environment, indirect implied cues can also be effective factors in providing the ...
The Impact of Usability and Learnability on Presence Factors in a VR Human Body Navigator
Extended RealityAbstractAlongside the traditional concept of usability, dealing with the ease of use of a product, over the years the concept of learnability has been introduced, which refers to the possibility of learning to use a system easily and quickly. In contexts ...
Comments