Proceedings of the 3rd ACM Symposium on Spatial User Interaction 2015
DOI: 10.1145/2788940.2788956
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Abstract: This research aims to investigate if using a more embodied interface that includes motion cueing can facilitate spatial updating compared to a more traditional non-embodied interface. The ultimate goal is to create a simple, elegant, and effective selfmotion control interface. Using a pointing task, we quantify spatial updating in terms of mean pointing error to determine how two modes of locomotion compare: user powered motion cueing (use your body to swivel and tilt a joystick-like interface) and nomotion cu… Show more

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Cited by 51 publications
(3 citation statements)
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“…They also found it more immersive, engaging and enjoyable. This mirrors the finding of previously discussed leaning-based flying interfaces Harris et al (2014), Kitson et al (2015b), Kruijff et al (2016), Marchal et al (2011) in Section 2.1. In Higuchi and Rekimoto's study, participants preferred the physical interface for ease of control, ease of use and enjoyment Higuchi and Rekimoto (2013).…”
Section: Rq3: How Do Headjoystick and Gamepad Affect The Overall User Experience And Usability?supporting
confidence: 89%
“…They also found it more immersive, engaging and enjoyable. This mirrors the finding of previously discussed leaning-based flying interfaces Harris et al (2014), Kitson et al (2015b), Kruijff et al (2016), Marchal et al (2011) in Section 2.1. In Higuchi and Rekimoto's study, participants preferred the physical interface for ease of control, ease of use and enjoyment Higuchi and Rekimoto (2013).…”
Section: Rq3: How Do Headjoystick and Gamepad Affect The Overall User Experience And Usability?supporting
confidence: 89%
“…We classified engagement and enjoyment as much more driven by the degree of body involvement than by the posture (see Figure 12). In fact, more embodied interfaces have been shown to generate more enjoyment, engagement, and realism [49,50]. Nevertheless, we also propose that there might be an effect of posture, where sitting could feel more passive than standing, and users might more likely take on or perceive to be in the role of an observer-especially if there is little embodied interaction.…”
Section: Engagement and Enjoymentmentioning
confidence: 82%
“…Virtual environments have gained in popularity through the gaming industry that builds more and more complex and realistic immersive environments. Also, the amount of naturalistic movement varies a lot in different VR settings reaching from controller movements in VR without any physical body movement to physical walk and body turns on an omnidirectional treadmill (Darken, Cockayne, & Carmein, 1997;Kitson, Prpa, & Riecke, 2018;Kitson, Riecke, Hashemian, & Neustaedter, 2015;Liang, Starrett, & Ekstrom, 2018;Nabiyouni, Saktheeswaran, Bowman, & Karanth, 2015;Riecke et al, 2010;Ruddle & Lessels, 2006;Ruddle, Payne, & Jones, 1999;. Therefore, virtual environments offer the possibility to investigate spatial learning under controlled conditions, also considering embodied interaction with immersive setups and designs that include close to naturalistic sensory information.…”
Section: Introductionmentioning
confidence: 99%