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Take a Seat -- The Influence of Physical Seating in a Virtual Environment on Acceptance, User Experience and Presence

dc.contributor.authorBrade, Jennifer
dc.contributor.authorRüffert, Danny
dc.contributor.authorKögel, Alexander
dc.contributor.authorBernhagen, Max
dc.contributor.authorKlimant, Franziska
dc.contributor.authorBullinger, Angelika C.
dc.contributor.editorSchneegass, Stefan
dc.contributor.editorPfleging, Bastian
dc.contributor.editorKern, Dagmar
dc.date.accessioned2021-09-03T19:10:20Z
dc.date.available2021-09-03T19:10:20Z
dc.date.issued2021
dc.description.abstractThe integration of real, physical objects into virtual scenarios enables direct haptic feedback for the user. In addition to the interaction with small, hand-held, hybrid objects, i.e., objects that exist both in the virtual and real environments, it is also possible to interact with more massive objects, such as tables and chairs. A virtual assembly scenario for both a seated and a standing assembly workstation to be used in conjunction with a standing-height drill station was developed and matching physical and virtual representations of the furniture, a movable work chair, was added. The virtual world was dynamically aligned to the real object by means of tracking hardware, so that virtuality and reality shared the same spatial position in relation to the user. Within a study, the participants had to carry out a manual assembly task on both workstations, thus physically and dynamically interacting with and using (sitting down on, getting up from) the real chair integrated in the virtual scenario of the seated workbench. The chair was absent in the scenario of the standing assembly workbench. The collected data on subjective cognitive workload, user experience and presence are supposed to provide an initial indication of the influence of such physical objects in the virtual world. Furthermore, the question of how trust in physical objects can be increased in the virtual world is investigated.en
dc.description.urihttps://dl.acm.org/doi/10.1145/3473856.3473991en
dc.identifier.doi10.1145/3473856.3473991
dc.identifier.urihttps://dl.gi.de/handle/20.500.12116/37273
dc.language.isoen
dc.publisherACM
dc.relation.ispartofMensch und Computer 2021 - Tagungsband
dc.relation.ispartofseriesMensch und Computer
dc.subjectPresence
dc.subjectUser Studies in Virtual reality
dc.subjectUsers Position
dc.subjectUser Experience
dc.subjectPhysical Objects in VR
dc.titleTake a Seat -- The Influence of Physical Seating in a Virtual Environment on Acceptance, User Experience and Presenceen
dc.typeText/Conference Paper
gi.citation.endPage293
gi.citation.publisherPlaceNew York
gi.citation.startPage289
gi.conference.date5.-8.. September 2021
gi.conference.locationIngolstadt
gi.conference.sessiontitleMCI-SE04
gi.document.qualitydigidoc

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