TY - GEN
T1 - Whole body interaction using the grounded bar interface
AU - Jang, Bong Gyu
AU - Yang, Hyunseok
AU - Kim, Gerard J.
N1 - Funding Information:
This research was supported in part by the Strategic Technology Lab. Program (Multimodal Entertainment Platform area) and the Core Industrial Tech. Development Program (Digital Textile based Around Body Computing area) of the Korea Ministry of Knowledge Economy (MKE).
PY - 2011
Y1 - 2011
N2 - Whole body interaction is an important element in promoting the level of presence and immersion in virtual reality systems. In this paper, we investigate the effect of "grounding" the interaction device to take advantage of the significant passive reaction force feedback sensed throughout the body, and thus in effect realizing the whole body interaction without complicated sensing and feedback apparatus. An experiment was conducted to assess the task performance and level of presence/immersion, as compared to a keyboard input method, using a maze navigation task. The results showed that while the G-Bar did induce significantly higher presence and the task performance (maze completion time and number of wall collisions) was on par with the already familiar keyboard interface. The keyboard user instead had to adjust and learn how to navigate faster and not collide with the wall over time, indicating that the whole body interaction contributed to a better perception of the immediate space. Thus considering the learning rate and the relative unfamiliarity of G-Bar, with sufficient training, G-Bar could accomplish both high presence/immersion and task performance for s.
AB - Whole body interaction is an important element in promoting the level of presence and immersion in virtual reality systems. In this paper, we investigate the effect of "grounding" the interaction device to take advantage of the significant passive reaction force feedback sensed throughout the body, and thus in effect realizing the whole body interaction without complicated sensing and feedback apparatus. An experiment was conducted to assess the task performance and level of presence/immersion, as compared to a keyboard input method, using a maze navigation task. The results showed that while the G-Bar did induce significantly higher presence and the task performance (maze completion time and number of wall collisions) was on par with the already familiar keyboard interface. The keyboard user instead had to adjust and learn how to navigate faster and not collide with the wall over time, indicating that the whole body interaction contributed to a better perception of the immediate space. Thus considering the learning rate and the relative unfamiliarity of G-Bar, with sufficient training, G-Bar could accomplish both high presence/immersion and task performance for s.
KW - Immersion
KW - Isometric interaction
KW - Presence
KW - Task performance
KW - Whole-body interaction
UR - http://www.scopus.com/inward/record.url?scp=79960429829&partnerID=8YFLogxK
U2 - 10.1007/978-3-642-22021-0_27
DO - 10.1007/978-3-642-22021-0_27
M3 - Conference contribution
AN - SCOPUS:79960429829
SN - 9783642220203
T3 - Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
SP - 243
EP - 249
BT - Virtual and Mixed Reality - New Trends - International Conference, Virtual and Mixed Reality 2011, Held as Part of HCI International 2011, Proceedings
T2 - 4th International Conference on Virtual and Mixed Reality, Held as Part of HCI International 2011
Y2 - 9 July 2011 through 14 July 2011
ER -