To Sit or Not to Sit in VR: Analyzing Influences and (Dis)Advantages of Posture and Embodied Interaction
<p>Histogram of survey participant’s years of expertise in VR.</p> "> Figure 2
<p>Survey participants’ mean ratings of relevance of the different aspects of VR locomotion interfaces, on a scale from 0 = completely irrelevant to 10 = crucial/very relevant. Error bars indicate 95% confidence intervals.</p> "> Figure 3
<p>Survey participants’ mean ratings of the degree of embodied non-visual locomotion cues for different locomotion interfaces, on a 0–10 ratings scale. Error bars indicate 95% confidence intervals. While seated and standing leaning-based interfaces were rated separately, for the other locomotion interfaces, this survey did not distinguish between seated and standing/upright interfaces.</p> "> Figure 4
<p>Expert assessment of seated versus standing leaning-based locomotion interfaces with respect to eight user experience and usability aspects, on a scale from 0–10. Error bars depict 95% confidence intervals, and the gray dots indicate individual participant’s ratings to illustrate the often rather wide range and distributions of the ratings. Significant differences are formatted in black text at the top of the respective data plots. Compared to standing, seated leaning-based interfaces were rated to provide significantly higher comfort while reducing safety issues and the perception of self-motion (vection). Note that these ratings were only comparing seated versus standing leaning-based locomotion interfaces, and future research is needed to investigate how these ratings might generalize to other kinds of seated versus standing interface or scenarios.</p> "> Figure 5
<p>Mean survey ratings of the degree of embodiment (increasing from left to right) provided by different locomotion interfaces, split into seated (<b>left</b>) and standing/upright postures, including walking (<b>right</b>). Ratings for leaning-based interfaces are depicted as blue rings and were the only ones where the survey explicitly distinguished between seated and standing posture. Interfaces were depicted using thick rings if they have a common default posture, such as sitting for foot joystick and mouse/keyboard-based interfaces and standing for arm swinging and walking-based interfaces, including walking in place, as well as treadmill, redirected, and normal walking. This figure aims to illustrate the two main factors of our classification of (dis)advantages: posture (sitting versus standing/upright) and degree of embodiment. This should help, first, to illustrate how the degree of embodied interaction is really a continuum and, second, to support the placement of estimates to known interfaces. We are using locomotion interfaces here for illustration only, taking into account that locomotion is only one part of the possible interaction space (see <a href="#sec4dot1-computers-10-00073" class="html-sec">Section 4.1</a>). The dashed line divides real walking from simulated walking and other less embodied locomotion paradigms. The resulting area of high embodiment for standing interfaces is depicted as a hatched area for sitting interfaces, to illustrate that this high degree of embodied interaction is not reachable when sitting.</p> "> Figure 6
<p>Ranked expert assessment of (dis)advantages of body posture and degree of embodied interaction (see <a href="#computers-10-00073-f005" class="html-fig">Figure 5</a>) on dependent variables, that are again ranked accounting their relevance (see <a href="#sec3dot1-computers-10-00073" class="html-sec">Section 3.1</a> and <a href="#computers-10-00073-f002" class="html-fig">Figure 2</a>), compared to a low-embodied, standing scenario as a baseline. The hatched area depicts a degree of embodied interaction that is not reachable, when sitting, and would have been comparable to walking.</p> "> Figure 7
<p>(Dis)Advantages of body posture and degree of embodied interaction (see <a href="#computers-10-00073-f005" class="html-fig">Figure 5</a>) on cybersickness (relevance: M = 9.1) compared to a low-embodied, standing scenario as a baseline.</p> "> Figure 8
<p>(Dis)Advantages of body posture and degree of embodied interaction on comfort (relevance: M = 8.0) compared to a low-embodied, standing scenario as a baseline.</p> "> Figure 9
<p>(Dis)Advantages of body posture and degree of embodied interaction on locomotion precision (relevance: M = 7.8) compared to a low-embodied, standing scenario as a baseline.</p> "> Figure 10
<p>(Dis)Advantages of body posture and degree of embodied interaction on safety (relevance: M = 7.5) compared to a low-embodied, standing scenario as a baseline. An arrow indicates a potential trend.</p> "> Figure 11
<p>(Dis)Advantages of body posture and degree of embodied interaction (see <a href="#computers-10-00073-f005" class="html-fig">Figure 5</a>) on users’ perceived self-motion (vection) (relevance: M = 7.3) compared to a low-embodied, standing scenario as a baseline.</p> "> Figure 12
<p>(Dis)Advantages of body posture and degree of embodied interaction on engagement & enjoyment (relevance: M = 7.0) compared to a low-embodied, standing scenario as a baseline.</p> "> Figure 13
<p>(Dis)Advantages of body posture and degree of embodied interaction on technical complexity (relevance: M = 6.4) compared to a low-embodied, standing scenario as a baseline.</p> "> Figure 14
<p>(Dis)Advantages of body posture and degree of embodied interaction on postural independence and flexibility (relevance: M = 5.5) compared to a low-embodied, standing scenario as a baseline. An arrow indicates a potential trend.</p> "> Figure 15
<p>(Dis)Advantages of body posture and degree of embodied interaction on accessibility compared to a low-embodied, standing scenario as a baseline.</p> "> Figure 16
<p>Survey participants’ mean ratings of the degree of embodied non-visual locomotion cues for different locomotion interfaces, on a 0–10 ratings scale, split by having no experience at all with the interface (<b>left</b>) or at least some experience with the interfaces (<b>right</b>). Error bars indicate 95% confidence intervals. Gray dots indicate individual participant ratings.</p> ">
Abstract
:1. Introduction
- Attempt to provide a broader overview of the characteristics of a wide range of locomotion interfaces and interface types, to provide a more unified representation and classification.
- Enable VR designers to more easily determine what kind of posture and locomotion interfaces might be most suitable, based on the identified functional and non-functional requirements of the VR experience.
- Help pinpoint open research/development questions and better understand specific challenges and opportunities, e.g., in most VR use cases, there is arguably a mismatch between the physical setup (e.g., sitting in your office or living room with an HMD on your head and controllers in your hand) and the simulated VR scenario (e.g., sitting in a racing car, or walking around in armor fighting dragons). What aspects of this mismatch are critical or not? How important is it to match one’s posture and sit versus stand physically to match the virtual scenario (e.g., of sitting in a racing car versus standing/walking)? Could it be easier to imagine/simulate standing when actually sitting than the other way around?
- Provide a framework to help tackle open questions in research and development, e.g., which posture to use when and why? Could it be worthwhile to explore hybrid interfaces that combine the advantages of sitting versus standing/walking, and allow for an easier and more seamless transition between the different postures? Or could it make sense to provide flexible interfaces, such as sit-stand stools, like the MovMan [5], or bar stools that make it easier to get up from sitting, as it can provide a much higher sitting posture, which has been observed to be desirable in collaborative design review sessions [6]?
2. Methods
2.1. Iterative & Qualitative Expert Evaluation and Validation
2.2. Online Survey
3. Results
3.1. Online Survey
3.1.1. Rated Relevance of the Different Aspects of VR Locomotion Interfaces
3.1.2. Rated Degree of Embodiment of VR Locomotion Interfaces
3.1.3. Comparing Standing vs. Seated VR Locomotion Interfaces
3.2. Classification
4. Discussion
4.1. Cybersickness
4.2. Comfort
4.3. Locomotion Precision
4.4. Safety
4.5. Vection (Perceived Self-Motion)
4.6. Engagement & Enjoyment
4.7. Cognitive Load
4.8. Technical Complexity
4.9. Application Diversity and Flexibility
4.10. Accessibility
5. General Discussion
6. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
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Zielasko, D.; Riecke, B.E. To Sit or Not to Sit in VR: Analyzing Influences and (Dis)Advantages of Posture and Embodied Interaction. Computers 2021, 10, 73. https://doi.org/10.3390/computers10060073
Zielasko D, Riecke BE. To Sit or Not to Sit in VR: Analyzing Influences and (Dis)Advantages of Posture and Embodied Interaction. Computers. 2021; 10(6):73. https://doi.org/10.3390/computers10060073
Chicago/Turabian StyleZielasko, Daniel, and Bernhard E. Riecke. 2021. "To Sit or Not to Sit in VR: Analyzing Influences and (Dis)Advantages of Posture and Embodied Interaction" Computers 10, no. 6: 73. https://doi.org/10.3390/computers10060073
APA StyleZielasko, D., & Riecke, B. E. (2021). To Sit or Not to Sit in VR: Analyzing Influences and (Dis)Advantages of Posture and Embodied Interaction. Computers, 10(6), 73. https://doi.org/10.3390/computers10060073