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SwiVRChair: A Motorized Swivel Chair to Nudge Users' Orientation for 360 Degree Storytelling in Virtual Reality

Published: 07 May 2016 Publication History

Abstract

We present SwiVRChair, a motorized swivel chair to nudge users' orientation in 360 degree storytelling scenarios. Since rotating a scene in virtual reality (VR) leads to simulator sickness, storytellers currently have no way of controlling users' attention. SwiVRChair allows creators of 360 degree VR movie content to be able to rotate or block users' movement to either show certain content or prevent users from seeing something. To enable this functionality, we modified a regular swivel chair using a 24V DC motor and an electromagnetic clutch. We developed two demo scenarios using both mechanisms (rotate and block) for the Samsung GearVR and conducted a user study (n=16) evaluating the presence, enjoyment and simulator sickness for participants using SwiVRChair compared to self control (Foot Control). Users rated the experience using SwiVRChair to be significantly more immersive and enjoyable whilst having a decrease in simulator sickness.

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MP4 File (p1996-gugenheimer.mp4)

References

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Cited By

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  • (2024)Applying Cinematic Virtual Reality with Adaptability to Indigenous StorytellingJournal on Computing and Cultural Heritage 10.1145/364799617:2(1-25)Online publication date: 26-Mar-2024
  • (2024)Snap, Pursuit and Gain: Virtual Reality Viewport Control by GazeProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642838(1-14)Online publication date: 11-May-2024
  • (2024)Patterns in Motion: On Head- and Non-Head Movers in VR During Viewport Control2024 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)10.1109/VRW62533.2024.00125(636-641)Online publication date: 16-Mar-2024
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  1. SwiVRChair: A Motorized Swivel Chair to Nudge Users' Orientation for 360 Degree Storytelling in Virtual Reality

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    cover image ACM Conferences
    CHI '16: Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems
    May 2016
    6108 pages
    ISBN:9781450333627
    DOI:10.1145/2858036
    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 ACM 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]

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    Publication History

    Published: 07 May 2016

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    Author Tags

    1. 360 degree storytelling
    2. 360 degree video
    3. consumer virtual reality
    4. swivrchair
    5. virtual environments
    6. virtual reality

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    CHI'16: CHI Conference on Human Factors in Computing Systems
    May 7 - 12, 2016
    California, San Jose, USA

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    CHI '16 Paper Acceptance Rate 565 of 2,435 submissions, 23%;
    Overall Acceptance Rate 6,199 of 26,314 submissions, 24%

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    Cited By

    View all
    • (2024)Applying Cinematic Virtual Reality with Adaptability to Indigenous StorytellingJournal on Computing and Cultural Heritage 10.1145/364799617:2(1-25)Online publication date: 26-Mar-2024
    • (2024)Snap, Pursuit and Gain: Virtual Reality Viewport Control by GazeProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642838(1-14)Online publication date: 11-May-2024
    • (2024)Patterns in Motion: On Head- and Non-Head Movers in VR During Viewport Control2024 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)10.1109/VRW62533.2024.00125(636-641)Online publication date: 16-Mar-2024
    • (2024)Attention Guidance In The Wild: An Experiment Testing Visual Guidance Cues for VR Field Trips at High Schools2024 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)10.1109/VRW62533.2024.00035(173-179)Online publication date: 16-Mar-2024
    • (2024)Visual cues in VR for guiding attention vs. restoring attention after a short distractionComputers and Graphics10.1016/j.cag.2023.12.008118:C(194-209)Online publication date: 1-Feb-2024
    • (2023)RadarVR: Exploring Spatiotemporal Visual Guidance in Cinematic VRProceedings of the 36th Annual ACM Symposium on User Interface Software and Technology10.1145/3586183.3606734(1-14)Online publication date: 29-Oct-2023
    • (2023)UndoPort: Exploring the Influence of Undo-Actions for Locomotion in Virtual Reality on the Efficiency, Spatial Understanding and User ExperienceProceedings of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544548.3581557(1-15)Online publication date: 19-Apr-2023
    • (2023)Generating Haptic Motion Effects for Multiple Articulated Bodies for Improved 4D Experiences: A Camera Space ApproachProceedings of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544548.3580727(1-17)Online publication date: 19-Apr-2023
    • (2023)Design and Evaluation of Visual Cues for Restoring and Guiding Visual Attention in Eye-Tracked VR2023 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)10.1109/VRW58643.2023.00096(442-450)Online publication date: Mar-2023
    • (2023)Merging Camera and Object Haptic Motion Effects for Improved 4D Experiences2023 IEEE International Symposium on Mixed and Augmented Reality (ISMAR)10.1109/ISMAR59233.2023.00120(1036-1044)Online publication date: 16-Oct-2023
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