Motion matters: Comparing presence induced by two locomotion interfaces using decision-making tasks in virtual reality. Kuo, C. & Allison, R. S. In 2020 IEEE International Conference on Systems, Man, and Cybernetics (SMC), October 11-14, 2020. Toronto, Canada, pages 3283-3290, 2020. Paper -1 abstract bibtex Virtual environments can replicate the visual appearance of terrain conditions, but the movements involved in using the interfaces confer their own bodily sensations, which can be incongruent with the visual presentation. If naturalness of interaction is a major factor contributing to the feeling of presence, it follows that a more natural locomotion interface should facilitate better presence, indicated by more natural locomotor behaviors. Here we propose a framework for studying the interaction of different locomotion interfaces with visual information on navigation decisions in virtual environments. We validated this framework by performing a user study that compared decisions made using a dual joystick gamepad with a walking-in-place metaphor. The paths presented on a given trial differed visually in one of the following aspects: (a) incline, (b) friction, (c) texture, and (d) width. In this experiment, choices made with the walking-in-place interface more closely matched visual conditions which would minimize energy expenditure or physical risk in the natural world. We provide some observations that would further improve this method in future implementations. This approach provides a way of both studying factors in perceptual decision making and demonstrates the effect of interface on presence as reflected by natural behavior.
@inproceedings{Kuo:ab,
abstract = {Virtual environments can replicate the visual appearance of terrain conditions, but the movements involved in using the interfaces confer their own bodily sensations, which can be incongruent with the visual presentation. If naturalness of interaction is a major factor contributing to the feeling of presence, it follows that a more natural locomotion interface should facilitate better presence, indicated by more natural locomotor behaviors. Here we propose a framework for studying the interaction of different locomotion interfaces with visual information on navigation decisions in virtual environments. We validated this framework by performing a user study that compared decisions made using a dual joystick gamepad with a walking-in-place metaphor. The paths presented on a given trial differed visually in one of the following aspects: (a) incline, (b) friction, (c) texture, and (d) width. In this experiment, choices made with the walking-in-place interface more closely matched visual conditions which would minimize energy expenditure or physical risk in the natural world. We provide some observations that would further improve this method in future implementations. This approach provides a way of both studying factors in perceptual decision making and demonstrates the effect of interface on presence as reflected by natural behavior.},
annote = {2020 IEEE International Conference on Systems, Man, and Cybernetics (SMC)October 11-14, 2020. Toronto, Canada},
author = {Kuo, C. and Allison, R. S.},
booktitle = {2020 IEEE International Conference on Systems, Man, and Cybernetics (SMC), October 11-14, 2020. Toronto, Canada},
date-added = {2020-09-27 15:00:22 -0400},
date-modified = {2020-12-02 13:12:58 -0500},
keywords = {Augmented & Virtual Reality},
pages = {3283-3290},
title = {Motion matters: Comparing presence induced by two locomotion interfaces using decision-making tasks in virtual reality},
url = {papers/kuoSMC.pdf},
year = {2020},
url-1 = {papers/kuoSMC.pdf}}
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We validated this framework by performing a user study that compared decisions made using a dual joystick gamepad with a walking-in-place metaphor. The paths presented on a given trial differed visually in one of the following aspects: (a) incline, (b) friction, (c) texture, and (d) width. In this experiment, choices made with the walking-in-place interface more closely matched visual conditions which would minimize energy expenditure or physical risk in the natural world. We provide some observations that would further improve this method in future implementations. This approach provides a way of both studying factors in perceptual decision making and demonstrates the effect of interface on presence as reflected by natural behavior.","annote":"2020 IEEE International Conference on Systems, Man, and Cybernetics (SMC)October 11-14, 2020. 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