Nothing Special   »   [go: up one dir, main page]

skip to main content
10.1145/3544548.3581079acmconferencesArticle/Chapter ViewAbstractPublication PageschiConference Proceedingsconference-collections
research-article

The Benefits of Passive Haptics and Perceptual Manipulation for Extended Reality Interactions in Constrained Passenger Spaces

Published: 19 April 2023 Publication History

Abstract

Extended Reality (XR) technology brings exciting possibilities for aeroplane passengers, allowing them to escape their limited cabin space. Using nearby physical surfaces enables a connection with the real world while improving the XR experience through touch. However, available surfaces may be located in awkward positions, reducing comfort and input performance and thus limiting their long-term use. We explore the usability of passive haptic surfaces in different orientations, assessing their effects on input performance, user experience and comfort. We then overcome ergonomic issues caused by the confined space by using perceptual manipulation techniques that remap the position and rotation of physical surfaces and user movements, assessing their effects on task workload, comfort and presence. Our results show that the challenges posed by constrained seating environments can be overcome by a combination of passive haptics and remapping the workspace with moderate translation and rotation manipulations. These manipulations allow for good input performance, low workload and comfortable interaction, opening up XR use while in transit.

Supplementary Material

MP4 File (3544548.3581079-talk-video.mp4)
Pre-recorded Video Presentation
MP4 File (3544548.3581079-video-figure.mp4)
Video Figure

References

[1]
Mina Abdi Oskouie. 2019. Haptic Perception in Virtual Environments Using Proxy Objects: A Usability Study. (2019).
[2]
Bruno Araujo, Ricardo Jota, Varun Perumal, Jia Xian Yao, Karan Singh, and Daniel Wigdor. 2016. Snake charmer: Physically enabling virtual objects. In Proceedings of the TEI’16: Tenth International Conference on Tangible, Embedded, and Embodied Interaction. 218–226.
[3]
Mahdi Azmandian, Mark Hancock, Hrvoje Benko, Eyal Ofek, and Andrew D Wilson. 2016. Haptic retargeting: Dynamic repurposing of passive haptics for enhanced virtual reality experiences. In Proceedings of the 2016 chi conference on human factors in computing systems. 1968–1979.
[4]
Laura Bajorunaite, Stephen Anthony Brewster, and Julie Rico Williamson. 2021. Virtual Reality in transit: how acceptable is VR use on public transport?2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW) (2021), 432–433.
[5]
Mayra Donaji Barrera Machuca and Wolfgang Stuerzlinger. 2019. The effect of stereo display deficiencies on virtual hand pointing. In Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems. 1–14.
[6]
Anil Ufuk Batmaz, Xintian Sun, Dogu Taskiran, and Wolfgang Stuerzlinger. 2019. Hitting the wall: Mid-air interaction for eye-hand coordination. In 25th ACM Symposium on Virtual Reality Software and Technology. 1–5.
[7]
Verena Biener, Daniel Schneider, Travis Gesslein, Alexander Otte, Bastian Kuth, Per Ola Kristensson, Eyal Ofek, Michel Pahud, and Jens Grubert. 2020. Breaking the screen: Interaction across touchscreen boundaries in virtual reality for mobile knowledge workers. arXiv preprint arXiv:2008.04559(2020).
[8]
Eric A Bier. 1990. Snap-dragging in three dimensions. ACM SIGGRAPH Computer Graphics 24, 2 (1990), 193–204.
[9]
Eric A Bier and Maureen C Stone. 1986. Snap-dragging. ACM SIGGRAPH Computer Graphics 20, 4 (1986), 233–240.
[10]
Luke Bölling, Niklas Stein, Frank Steinicke, and Markus Lappe. 2019. Shrinking circles: Adaptation to increased curvature gain in redirected walking. IEEE transactions on visualization and computer graphics 25, 5(2019), 2032–2039.
[11]
Gunnar Borg. 1998. Borg’s perceived exertion and pain scales.Human kinetics.
[12]
Matthew Botvinick and Jonathan Cohen. 1998. Rubber hands ‘feel’touch that eyes see. Nature 391, 6669 (1998), 756–756.
[13]
Eugenie Brasier, Olivier Chapuis, Nicolas Ferey, Jeanne Vezien, and Caroline Appert. 2020. Arpads: Mid-air indirect input for augmented reality. In 2020 IEEE International Symposium on Mixed and Augmented Reality (ISMAR). IEEE, 332–343.
[14]
Dalila Burin, Konstantina Kilteni, Marco Rabuffetti, Mel Slater, and Lorenzo Pia. 2019. Body ownership increases the interference between observed and executed movements. PloS one 14, 1 (2019), e0209899.
[15]
Yeonjoo Cha and Rohae Myung. 2013. Extended Fitts’ law for 3D pointing tasks using 3D target arrangements. International Journal of Industrial Ergonomics 43, 4(2013), 350–355. https://doi.org/10.1016/j.ergon.2013.05.005
[16]
Lung-Pan Cheng, Eyal Ofek, Christian Holz, Hrvoje Benko, and Andrew D Wilson. 2017. Sparse haptic proxy: Touch feedback in virtual environments using a general passive prop. In Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems. 3718–3728.
[17]
Mark Draper. 1995. Exploring the influence of a virtual body on spatial awareness. Master’s thesis. University of Washington.
[18]
Assaf Y Dvorkin, Robert V Kenyon, and Emily A Keshner. 2006. Reaching within a dynamic virtual environment. In 2006 International Workshop on Virtual Rehabilitation. IEEE, 182–186.
[19]
Lisa A Elkin, Matthew Kay, James J Higgins, and Jacob O Wobbrock. 2021. An aligned rank transform procedure for multifactor contrast tests. In The 34th Annual ACM Symposium on User Interface Software and Technology. 754–768.
[20]
Tiare Feuchtner and Jörg Müller. 2018. Ownershift: Facilitating overhead interaction in virtual reality with an ownership-preserving hand space shift. In Proceedings of the 31st Annual ACM Symposium on User Interface Software and Technology. 31–43.
[21]
Euan Freeman. 2022. Ultrasound Mid-Air Haptics for Touchless Interaction. Springer Cham, Chapter Ultrasound Haptic Feedback for Touchless User Interfaces: Design Patterns.
[22]
Holly C Gagnon, Taren Rohovit, Hunter Finney, Yu Zhao, John M Franchak, Jeanine K Stefanucci, Bobby Bodenheimer, and Sarah H Creem-Regehr. 2021. The Effect of Feedback on Estimates of Reaching Ability in Virtual Reality. In 2021 IEEE Virtual Reality and 3D User Interfaces (VR). IEEE, 798–806.
[23]
Paulo Gallotti, Alberto Raposo, and Luciano Soares. 2011. v-Glove: A 3D Virtual Touch Interface. In 2011 XIII Symposium on Virtual Reality. 242–251. https://doi.org/10.1109/SVR.2011.21
[24]
Eric J Gonzalez, Parastoo Abtahi, and Sean Follmer. 2019. Evaluating the Minimum Jerk Motion Model for Redirected Reach in Virtual Reality. In The Adjunct Publication of the 32nd Annual ACM Symposium on User Interface Software and Technology. 4–6.
[25]
Eric J Gonzalez, Parastoo Abtahi, and Sean Follmer. 2020. Reach+ extending the reachability of encountered-type haptics devices through dynamic redirection in vr. In Proceedings of the 33rd Annual ACM Symposium on User Interface Software and Technology. 236–248.
[26]
Eric J Gonzalez and Sean Follmer. 2019. Investigating the detection of bimanual haptic retargeting in virtual reality. In 25th ACM Symposium on Virtual Reality Software and Technology. 1–5.
[27]
Jens Grubert, Lukas Witzani, Eyal Ofek, Michel Pahud, Matthias Kranz, and Per Ola Kristensson. 2018. Effects of hand representations for typing in virtual reality. In 2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR). IEEE, 151–158.
[28]
Jens Grubert, Lukas Witzani, Eyal Ofek, Michel Pahud, Matthias Kranz, and Per Ola Kristensson. 2018. Text entry in immersive head-mounted display-based virtual reality using standard keyboards. In 2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR). IEEE, 159–166.
[29]
Darren Guinness, Alvin Jude, Michael Poor, and Ashley Dover. 2015. Models for Rested Touchless Gestural Interaction. In Proceedings of the 3rd ACM Symposium on Spatial User Interaction. 34–43.
[30]
Dustin T Han, Mohamed Suhail, and Eric D Ragan. 2018. Evaluating remapped physical reach for hand interactions with passive haptics in virtual reality. IEEE transactions on visualization and computer graphics 24, 4(2018), 1467–1476.
[31]
Sandra G. Hart and Lowell E. Staveland. 1988. Development of NASA-TLX (Task Load Index): Results of Empirical and Theoretical Research. In Human Mental Workload, Peter A. Hancock and Najmedin Meshkati (Eds.). Advances in Psychology, Vol. 52. North-Holland, 139–183. https://doi.org/10.1016/S0166-4115(08)62386-9
[32]
David Heaney. 2021. You Can Now Mark Your Real Couch On Oculus Quest. https://uploadvr.com/oculus-quest-couch-guardian/.
[33]
Steven J. Henderson and Steven Feiner. 2008. Opportunistic Controls: Leveraging Natural Affordances as Tangible User Interfaces for Augmented Reality. In Proceedings of the 2008 ACM Symposium on Virtual Reality Software and Technology (Bordeaux, France) (VRST ’08). Association for Computing Machinery, New York, NY, USA, 211–218. https://doi.org/10.1145/1450579.1450625
[34]
Anuruddha Hettiarachchi and Daniel Wigdor. 2016. Annexing Reality: Enabling Opportunistic Use of Everyday Objects as Tangible Proxies in Augmented Reality. In Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems (San Jose, California, USA) (CHI ’16). Association for Computing Machinery, New York, NY, USA, 1957–1967. https://doi.org/10.1145/2858036.2858134
[35]
Hsin-Yu Huang, Chih-Wei Ning, Po-Yao Wang, Jen-Hao Cheng, and Lung-Pan Cheng. 2020. Haptic-Go-Round: a surrounding platform for encounter-type haptics in virtual reality experiences. In Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems. 1–10.
[36]
Victoria Interrante, Brian Ries, and Lee Anderson. 2006. Distance perception in immersive virtual environments, revisited. In IEEE virtual reality conference (VR 2006). IEEE, 3–10.
[37]
Richard D Joyce and Stephen Robinson. 2017. Passive haptics to enhance virtual reality simulations. In AIAA Modeling and Simulation Technologies Conference. 1313.
[38]
Konstantina Kilteni, Raphaela Groten, and Mel Slater. 2012. The sense of embodiment in virtual reality. Presence: Teleoperators and Virtual Environments 21, 4(2012), 373–387.
[39]
Luv Kohli. 2009. Exploiting perceptual illusions to enhance passive haptics. In IEEE VR Workshop on Perceptual Illusions in Virtual Environments. Citeseer, 22–24.
[40]
Eike Langbehn, Paul Lubos, Gerd Bruder, and Frank Steinicke. 2017. Bending the curve: Sensitivity to bending of curved paths and application in room-scale vr. IEEE transactions on visualization and computer graphics 23, 4(2017), 1389–1398.
[41]
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.
[42]
Andreas L Lohse, Christoffer K Kjær, Ervin Hamulic, Ingrid GA Lima, Tilde H Jensen, Luis E Bruni, and Niels C Nilsson. 2019. Leveraging change blindness for haptic remapping in virtual environments. In 2019 IEEE 5th Workshop on Everyday Virtual Reality (WEVR). IEEE, 1–5.
[43]
Pedro Lopes, Sijing You, Lung-Pan Cheng, Sebastian Marwecki, and Patrick Baudisch. 2017. Providing Haptics to Walls and Heavy Objects in Virtual Reality by Means of Electrical Muscle Stimulation. In Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems (Denver, Colorado, USA) (CHI ’17). Association for Computing Machinery, New York, NY, USA, 1471–1482. https://doi.org/10.1145/3025453.3025600
[44]
Paul Lubos, Gerd Bruder, and Frank Steinicke. 2014. Analysis of direct selection in head-mounted display environments. In 2014 IEEE Symposium on 3D User Interfaces (3DUI). 11–18. https://doi.org/10.1109/3DUI.2014.6798834
[45]
I Scott MacKenzie. 1992. Fitts’ law as a research and design tool in human-computer interaction. Human-computer interaction 7, 1 (1992), 91–139.
[46]
I Scott MacKenzie and William Buxton. 1992. Extending Fitts’ law to two-dimensional tasks. In Proceedings of the SIGCHI conference on Human factors in computing systems. 219–226.
[47]
Christian Mai, Christian Valenta, and Heinrich Hußmann. 2018. Defining Size Parameters for Touch Interaction in Substitutional Reality Environments. In International Conference on Augmented Reality, Virtual Reality and Computer Graphics. Springer, 683–701.
[48]
Mark Mcgill, Aidan Kehoe, Euan Freeman, and Stephen Brewster. 2020. Expanding the bounds of seated virtual workspaces. ACM Transactions on Computer-Human Interaction (TOCHI) 27, 3(2020), 1–40.
[49]
Daniel Medeiros, Rafael K dos Anjos, Daniel Mendes, João Madeiras Pereira, Alberto Raposo, and Joaquim Jorge. 2018. Keep my head on my shoulders! Why third-person is bad for navigation in VR. In Proceedings of the 24th ACM symposium on virtual reality software and technology. 1–10.
[50]
Daniel Medeiros, Mark McGill, Alexander Ng, Robert McDermid, Nadia Pantidi, Julie Williamson, and Stephen Brewster. 2022. From Shielding to Avoidance: Passenger Augmented Reality and the Layout of Virtual Displays for Productivity in Shared Transit. IEEE Transactions on Visualization and Computer Graphics (2022).
[51]
Daniel Mendes, Daniel Medeiros, Maurício Sousa, Ricardo Ferreira, Alberto Raposo, Alfredo Ferreira, and Joaquim Jorge. 2017. Mid-air modeling with Boolean operations in VR. In 2017 IEEE Symposium on 3D User Interfaces (3DUI). IEEE, 154–157.
[52]
Alexander Ng, Daniel Medeiros, Mark McGill, Julie Williamson, and Stephen Brewster. 2021. The Passenger Experience of Mixed Reality Virtual Display Layouts in Airplane Environments. In 2021 IEEE International Symposium on Mixed and Augmented Reality (ISMAR). IEEE, 265–274.
[53]
Oculus. 2022. See Yourself in VR With Live Overlay, Plus New Infinite Office Features and More in Latest Oculus Update. https://www.oculus.com/blog/see-yourself-in-vr-with-live-overlay-plus-new-infinite-office-features-and-more-in-latest-oculus-update.
[54]
Nami Ogawa, Takuji Narumi, and Michitaka Hirose. 2020. Effect of avatar appearance on detection thresholds for remapped hand movements. IEEE transactions on visualization and computer graphics 27, 7(2020), 3182–3197.
[55]
Valeria I Petkova, Mehrnoush Khoshnevis, and H Henrik Ehrsson. 2011. The perspective matters! Multisensory integration in ego-centric reference frames determines full-body ownership. Frontiers in psychology 2 (2011), 35.
[56]
Henning Pohl, Klemen Lilija, Jess McIntosh, and Kasper Hornbæk. 2021. Poros: Configurable Proxies for Distant Interactions in VR. In Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems. 1–12.
[57]
Michael I Posner, Mary J Nissen, and Raymond M Klein. 1976. Visual dominance: an information-processing account of its origins and significance.Psychological review 83, 2 (1976), 157.
[58]
Ivan Poupyrev, Mark Billinghurst, Suzanne Weghorst, and Tadao Ichikawa. 1996. The go-go interaction technique: non-linear mapping for direct manipulation in VR. In Proceedings of the 9th annual ACM symposium on User interface software and technology. 79–80.
[59]
Brian Ries, Victoria Interrante, Michael Kaeding, and Lee Anderson. 2008. The effect of self-embodiment on distance perception in immersive virtual environments. In Proceedings of the 2008 ACM symposium on Virtual reality software and technology. 167–170.
[60]
Maria Francesca Roig-Maimó, I Scott MacKenzie, Cristina Manresa-Yee, and Javier Varona. 2017. Evaluating fitts’ law performance with a non-ISO task. In Proceedings of the XVIII International Conference on Human Computer Interaction. 1–8.
[61]
Thereza Schmelter and Kristian Hildebrand. 2020. Analysis of Interaction Spaces for VR in Public Transport Systems. In 2020 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW). IEEE, Atlanta, GA, USA, 279–280. https://doi.org/10.1109/VRW50115.2020.00058
[62]
Ulrike Schultze. 2010. Embodiment and presence in virtual worlds: a review. Journal of Information Technology 25, 4 (2010), 434–449.
[63]
Valentin Schwind, Jan Leusmann, and Niels Henze. 2019. Understanding Visual-Haptic Integration of Avatar Hands Using a Fitts’ Law Task in Virtual Reality. In Proceedings of Mensch Und Computer 2019. 211–222.
[64]
SeatGuru. 2022. Airline Seat Comparison Charts. https://www.seatguru.com/charts/generalcharts.php.
[65]
Mel Slater, Martin Usoh, and Anthony Steed. 1994. Depth of presence in virtual environments. Presence: Teleoperators & Virtual Environments 3, 2(1994), 130–144.
[66]
I Standard. 2000. Ergonomic requirements for office work with visual display terminals (VDTs)-Part 9: Requirements for non-keyboard input devices. Iso 2000 2000(2000), 54.
[67]
Frank Steinicke, Gerd Bruder, Jason Jerald, Harald Frenz, and Markus Lappe. 2009. Estimation of detection thresholds for redirected walking techniques. IEEE transactions on visualization and computer graphics 16, 1(2009), 17–27.
[68]
Tanh Quang Tran, HyunJu Shin, Wolfgang Stuerzlinger, and JungHyun Han. 2017. Effects of virtual arm representations on interaction in virtual environments. In Proceedings of the 23rd ACM Symposium on Virtual Reality Software and Technology. 1–9.
[69]
Wen-Jie Tseng, Elise Bonnail, Mark McGill, Mohamed Khamis, Eric Lecolinet, Samuel Huron, and Jan Gugenheimer. 2022. The Dark Side of Perceptual Manipulations in Virtual Reality. In Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems (New Orleans, LA, USA) (CHI ’22). Association for Computing Machinery, New York, NY, USA, Article 612, 15 pages. https://doi.org/10.1145/3491102.3517728
[70]
Johann Wentzel, Greg d’Eon, and Daniel Vogel. 2020. Improving virtual reality ergonomics through reach-bounded non-linear input amplification. In Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems. 1–12.
[71]
Michael White, James Gain, Ulysse Vimont, and Daniel Lochner. 2019. The Case for Haptic Props: Shape, Weight and Vibro-tactile Feedback. In Motion, Interaction and Games. 1–10.
[72]
Julie R Williamson, Mark McGill, and Khari Outram. 2019. Planevr: social acceptability of virtual reality for aeroplane passengers. In Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems. 1–14.
[73]
Graham Wilson, Mark McGill, Matthew Jamieson, Julie R Williamson, and Stephen A Brewster. 2018. Object manipulation in virtual reality under increasing levels of translational gain. In Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems. 1–13.
[74]
Yan Yixian, Kazuki Takashima, Anthony Tang, Takayuki Tanno, Kazuyuki Fujita, and Yoshifumi Kitamura. 2020. Zoomwalls: Dynamic walls that simulate haptic infrastructure for room-scale vr world. In Proceedings of the 33rd Annual ACM Symposium on User Interface Software and Technology. 223–235.
[75]
Run Yu and Doug A Bowman. 2020. Pseudo-haptic display of mass and mass distribution during object rotation in virtual reality. IEEE transactions on visualization and computer graphics 26, 5(2020), 2094–2103.
[76]
André Zenner, Kristin Ullmann, and Antonio Krüger. 2021. Combining Dynamic Passive Haptics and Haptic Retargeting for Enhanced Haptic Feedback in Virtual Reality. IEEE Transactions on Visualization and Computer Graphics 27, 5(2021), 2627–2637.

Cited By

View all
  • (2024)Exploring the Design Space of Input Modalities for Working in Mixed Reality on Long-haul FlightsProceedings of the 2024 ACM Designing Interactive Systems Conference10.1145/3643834.3661560(2267-2285)Online publication date: 1-Jul-2024
  • (2024)Exploring User Placement for VR Remote Collaboration in a Constrained Passenger SpaceProceedings of the 30th ACM Symposium on Virtual Reality Software and Technology10.1145/3641825.3687722(1-11)Online publication date: 9-Oct-2024
  • (2024)Knowledge Work on Airplanes: Challenges, Workarounds, and Design ImplicationsExtended Abstracts of the CHI Conference on Human Factors in Computing Systems10.1145/3613905.3650873(1-7)Online publication date: 11-May-2024
  • Show More Cited By

Index Terms

  1. The Benefits of Passive Haptics and Perceptual Manipulation for Extended Reality Interactions in Constrained Passenger Spaces

    Recommendations

    Comments

    Please enable JavaScript to view thecomments powered by Disqus.

    Information & Contributors

    Information

    Published In

    cover image ACM Conferences
    CHI '23: Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems
    April 2023
    14911 pages
    ISBN:9781450394215
    DOI:10.1145/3544548
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

    Sponsors

    Publisher

    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 19 April 2023

    Permissions

    Request permissions for this article.

    Check for updates

    Author Tags

    1. 3D User Interfaces
    2. Virtual Reality
    3. aeroplane
    4. airplane
    5. confined spaces
    6. passive haptics
    7. selection

    Qualifiers

    • Research-article
    • Research
    • Refereed limited

    Funding Sources

    Conference

    CHI '23
    Sponsor:

    Acceptance Rates

    Overall Acceptance Rate 6,199 of 26,314 submissions, 24%

    Upcoming Conference

    CHI '25
    CHI Conference on Human Factors in Computing Systems
    April 26 - May 1, 2025
    Yokohama , Japan

    Contributors

    Other Metrics

    Bibliometrics & Citations

    Bibliometrics

    Article Metrics

    • Downloads (Last 12 months)451
    • Downloads (Last 6 weeks)50
    Reflects downloads up to 16 Nov 2024

    Other Metrics

    Citations

    Cited By

    View all
    • (2024)Exploring the Design Space of Input Modalities for Working in Mixed Reality on Long-haul FlightsProceedings of the 2024 ACM Designing Interactive Systems Conference10.1145/3643834.3661560(2267-2285)Online publication date: 1-Jul-2024
    • (2024)Exploring User Placement for VR Remote Collaboration in a Constrained Passenger SpaceProceedings of the 30th ACM Symposium on Virtual Reality Software and Technology10.1145/3641825.3687722(1-11)Online publication date: 9-Oct-2024
    • (2024)Knowledge Work on Airplanes: Challenges, Workarounds, and Design ImplicationsExtended Abstracts of the CHI Conference on Human Factors in Computing Systems10.1145/3613905.3650873(1-7)Online publication date: 11-May-2024
    • (2024)TriPad: Touch Input in AR on Ordinary Surfaces with Hand Tracking OnlyProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642323(1-18)Online publication date: 11-May-2024
    • (2024)From Slow-Mo to Ludicrous Speed: Comfortably Manipulating the Perception of Linear In-Car VR Motion Through Vehicular Translational Gain and AttenuationProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642298(1-20)Online publication date: 11-May-2024
    • (2024)Touching the Moon: Leveraging Passive Haptics, Embodiment and Presence for Operational Assessments in Virtual RealityProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642292(1-18)Online publication date: 11-May-2024
    • (2024)Beyond the Blink: Investigating Combined Saccadic & Blink-Suppressed Hand Redirection in Virtual RealityProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642073(1-14)Online publication date: 11-May-2024
    • (2024)VeeR: Exploring the Feasibility of Deliberately Designing VR Motion that Diverges from Mundane, Everyday Physical Motion to Create More Entertaining VR ExperiencesProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642064(1-13)Online publication date: 11-May-2024
    • (2024)The Social Impact of Extended Reality Spatial Productivity in Constrained, Public and Passenger Spaces2024 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)10.1109/VRW62533.2024.00129(659-661)Online publication date: 16-Mar-2024
    • (2023)UbiSurface: A Robotic Touch Surface for Supporting Mid-air Planar Interactions in Room-Scale VRProceedings of the ACM on Human-Computer Interaction10.1145/36264797:ISS(376-397)Online publication date: 1-Nov-2023
    • Show More Cited By

    View Options

    Login options

    View options

    PDF

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader

    Full Text

    View this article in Full Text.

    Full Text

    HTML Format

    View this article in HTML Format.

    HTML Format

    Media

    Figures

    Other

    Tables

    Share

    Share

    Share this Publication link

    Share on social media