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Abstract

Virtual Reality (VR) games and experiences predominantly have the users interact while standing or seated. However, this only represents a fraction of the full diversity of human movement. In this paper, we explore a novel non-standing approach to VR locomotion where the user performs locomotion movements in the air or only slightly touching the ground with their feet. For instance, the user may lie supine on the ground, reminiscent of the Bicycle Crunch, a core training movement common in Pilates and other forms of bodyweight exercise. Although this cannot generally replace traditional VR locomotion, it provides two benefits that we believe can be of use for specific application domains such as VR exergames: First, the user's lower body movement is not impeded by a small real-life space, allowing versatile navigation of large virtual worlds using walking, running, strafing, and jumping. Second, we allow new ways to activate parts of the body that remain passive in most existing VR interactions. We describe and discuss four different variants of the approach, and investigate two prototypes further in a qualitative user study, to better understand their strengths, weaknesses, and application potential.
Original languageEnglish
Article number423
Pages (from-to)1282–1307
Number of pages26
JournalProceedings of the ACM on Human-Computer Interaction
Volume7
Issue numberCHI PLAY
DOIs
Publication statusPublished - 4 Oct 2023
MoE publication typeA4 Conference publication
EventACM SIGCHI Annual Symposium on Computer-Human Interaction in Play - Stratford, Canada
Duration: 10 Oct 202313 Oct 2023
Conference number: 10
https://chiplay.acm.org/2023/

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  • CAROUSEL: CAROUSEL Plus

    Hämäläinen, P. (Principal investigator)

    01/01/202131/12/2024

    Project: EU: Framework programmes funding

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