Abstract
Virtual reality (VR) applications are normally developed around the assumed body posture that maximizes the immersive experience. Users can, however, assume less optimal postures for reasons such as tiredness or body restrictions. We believe that accommodating such situations would increase the appeal and spread of VR.
We investigated the difference in VR user experience based on body posture by conducting a preliminary study and a user study. Our preliminary study with frequent VR users found that they adopt several postures and prefer to experience VR by sitting first, standing second, lying down third, then other postures. The most popular applications were VRChat, Beat Saber, then others. In our user study, the participants engaged in VR while adopting three different postures: standing upright, sitting on a chair, and lying down on a bean bag. Three VR applications were tested: Beat Saber, VRChat, and Youtube VR. The three postures yielded similar performance with Beat Saber. Lying down offered the slowest performance with VRChat. One reason for this is the difficulty of interacting with in-game objects in VRChat while lying down.
Our research shows the importance of VR application design as the developers must take into consideration extra factors. We suggest several solutions, such as having an adjustable virtual ground to accommodate the user’s height and posture in real life or designing a user interface such that users can interact with their VR environment no matter their posture.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
Dincelli, E., Yayla, A.: Immersive virtual reality in the age of the metaverse: a hybrid-narrative review based on the technology affordance perspective. J. Strateg. Inf. Syst. 31(2), 101717 (2022)
Filter, E., Eckes, A., Fiebelkorn, F., Büssing, A.G.: Virtual reality nature experiences involving wolves on youtube: presence, emotions, and attitudes in immersive and nonimmersive settings. Sustainability 12(9), 3823 (2020)
LaViola, J.J., Jr.: A discussion of cybersickness in virtual environments. ACM Sigchi Bull. 32(1), 47–56 (2000)
Lin, J.W., Duh, H.B.L., Parker, D.E., Abi-Rached, H., Furness, T.A.: Effects of field of view on presence, enjoyment, memory, and simulator sickness in a virtual environment. In: Proceedings IEEE Virtual Reality 2002, pp. 164–171. IEEE (2002)
Marengo, J., Lopes, P., Boulic, R.: On the influence of the supine posture on simulation sickness in virtual reality. In: 2019 IEEE Conference on Games (CoG), pp. 1–8. IEEE (2019)
Saffo, D., Yildirim, C., Di Bartolomeo, S., Dunne, C.: Crowdsourcing virtual reality experiments using vrchat. In: Extended Abstracts of the 2020 Chi Conference on Human Factors in Computing Systems, pp. 1–8 (2020)
Terenzi, L., Zaal, P.: Rotational and translational velocity and acceleration thresholds for the onset of cybersickness in virtual reality. In: AIAA Scitech 2020 Forum, p. 0171 (2020)
Tian, N., Clément, R., Lopes, P., Boulic, R.: On the effect of the vertical axis alignment on cybersickness and game experience in a supine posture. In: 2020 IEEE Conference on Games (CoG), pp. 359–366. IEEE (2020)
Von Mammen, S., Knote, A., Edenhofer, S.: Cyber sick but still having fun. In: Proceedings of the 22nd ACM Conference on Virtual Reality Software and Technology, pp. 325–326 (2016)
Wang, G., Suh, A.: User adaptation to cybersickness in virtual reality: a qualitative study. In: 27th European Conference on Information Systems (ECIS 2019): Information Systems for a Sharing Society. Association for Information Systems (AIS) (2019)
Zielasko, D., Riecke, B.E.: Sitting vs. standing in VR: towards a systematic classification of challenges and (dis) advantages. In: VR Workshops, pp. 297–298 (2020)
Zielasko, D., Riecke, B.E.: To sit or not to sit in VR: Analyzing influences and (dis) advantages of posture and embodied interaction. Computers 10(6), 73 (2021)
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2023 The Author(s), under exclusive license to Springer Nature Switzerland AG
About this paper
Cite this paper
Koeshandika, E.S., Ishikawa, H., Manabe, H. (2023). Effects of Different Postures on User Experience in Virtual Reality. In: Stephanidis, C., Antona, M., Ntoa, S., Salvendy, G. (eds) HCI International 2023 Posters. HCII 2023. Communications in Computer and Information Science, vol 1836. Springer, Cham. https://doi.org/10.1007/978-3-031-36004-6_30
Download citation
DOI: https://doi.org/10.1007/978-3-031-36004-6_30
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-031-36003-9
Online ISBN: 978-3-031-36004-6
eBook Packages: Computer ScienceComputer Science (R0)