Auflistung nach Autor:in "Hartfill, Judith"
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- WorkshopbeitragInvestigating the Impact of Virtual Hand Realism on Embodiment and Redirection Sensitivity in Virtual Reality(GI VR / AR Workshop, 2024) Hartfill, Judith; Schrader, Mats; Steinicke, FrankVirtual reality (VR) offers immersive experiences by extending beyond real-world capabilities. Typically, users’ real-world hand movements are directly mapped to their virtual hands. However, it can be beneficial to redirect users’ hands by displaying virtual hands at different positions. Noticeable redirection can disrupt immersion, making understanding detection thresholds essential. This study investigates how virtual hand models with different levels of realism in terms of appearance and dexterity affect redirection sensitivity with a gain based redirection method. Twenty-nine participants performed reaching tasks in a virtual environment with varying redirection amounts using four hand models. We found significant differences in the sense of embodiment across hand models. However, detection thresholds for redirection sensitivity did not vary significantly between hand models.
- KonferenzbeitragWord saber: an effective and fun VR vocabulary learning game(Mensch und Computer 2020 - Tagungsband, 2020) Hartfill, Judith; Gabel, Jenny; Neves-Coelho, Daniel; Vogel, Daniel; Räthel, Fabian; Tiede, Simon; Ariza, Oscar; Steinicke, FrankIn this paper, we introduce Word Saber, a virtual reality (VR) edu-game for vocabulary learning. The game design and game mechanics are inspired by Beat Saber, where players have to cut virtual cubes from predefined directions by using bi-manual interactions with two lightsabers. Word Saber uses a similar concept, but players have to cut the corresponding object to the presented word. We evaluated the effects of Word Saber on learning efficiency and enjoyment in comparison to a traditional vocabulary learning method. The results show that Word Saber is effective for vocabulary learning. However, as Word Saber presented significantly lower scores in terms of recognition and recall rate compared to a flashcard method, it has lower efficiency. Regarding subjective preferences, our findings suggest that VR edu-games can be fun and useful for language learning in the long run as participants reported to be more motivated to use Word Saber afterward.