Abstract
Virtual Reality (VR) users typically either sit or stand/walk when using VR; however, the impact of this is little researched, and there is a lack of any broad or systematic analysis of how this difference in physical posture might affect user experience and behavior. To address this gap, we propose such a systematic analysis that was refined through discussions and iterations during a dedicated workshop with VR experts. This analysis was complemented by an online survey to integrate the perspectives of a larger and more diverse group of VR experts, including developers and power users. The result is a validated expert assessment of the impact of posture and degree of embodiment on the most relevant aspects of VR experience and behavior. In particular, we posit potential strong effects of posture on user comfort, safety, self-motion perception, engagement, and accessibility. We further argue that the degree of embodiment can strongly impact cybersickness, locomotion precision, safety, self-motion perception, engagement, technical complexity, and accessibility. We provide a compact visualization of key findings and discuss areas where posture and embodiment do or do not have a known influence, as well as highlight open questions that could guide future research and VR design efforts.
Subject
Computer Networks and Communications,Human-Computer Interaction
Cited by
39 articles.
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