2016 IEEE International Workshop on Mixed Reality Art (MRA) 2016
DOI: 10.1109/mixra.2016.7858996
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Exploring embodied experience of flying in a virtual reality game with kinect

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Cited by 8 publications
(3 citation statements)
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“…Our within-subject study designates the VR control method as the independent variable and compares three conditions: body-leaning (BL) based, joystick (JS) based, and the Giant Finger method. The BL method was chosen for its full-body engagement, allowing both walking [16,21] and 3D locomotion [47]. In contrast, the JS method, requiring minimal physical exertion, was selected for its proficiency in both 2D and 3D movements [38].…”
Section: Design Of Each Vr Movement Control Methodsmentioning
confidence: 99%
See 1 more Smart Citation
“…Our within-subject study designates the VR control method as the independent variable and compares three conditions: body-leaning (BL) based, joystick (JS) based, and the Giant Finger method. The BL method was chosen for its full-body engagement, allowing both walking [16,21] and 3D locomotion [47]. In contrast, the JS method, requiring minimal physical exertion, was selected for its proficiency in both 2D and 3D movements [38].…”
Section: Design Of Each Vr Movement Control Methodsmentioning
confidence: 99%
“…However, these methods risk inducing motion sickness or reducing immersion due to visuo-somatosensory mismatches [7,26]. As a response, alternative methods incorporating bodily movements for VR actions have emerged, providing a realistic visuo-somatosensory congruence for flying actions using full body motions, such as wing flapping-based control [31,32,42,60], body-leaning-based control [34,38,47,61], and Superman-style locomotion [39]. Some studies have even added the sensation of floating through additional hardware like cables [24,38], or air currents provided by propellers [40].…”
Section: Flying and Kicking Support Techniquesmentioning
confidence: 99%
“…in order to simulate movement and actions, thus allowing the user to feel that they are moving and interacting with their whole body within the virtual environment, in real time, as they would in the real world. In more technologically oriented studies, the use of various tracking tools that can help improve the human experience in the virtual augmented or mixed reality world have been thoroughly studied [42][43][44][45][46]. Nevertheless, there is still much room for research on how to apply these technologies in the fields related to mental disorders and, more specifically, what tool can be used in diverse types of treatment.…”
Section: Research Questionmentioning
confidence: 99%