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dc.contributor.author이슬찬-
dc.date.accessioned2024-06-12T01:05:50Z-
dc.date.available2024-06-12T01:05:50Z-
dc.date.issued2023-09-01-
dc.identifier.citationINTERNATIONAL JOURNAL OF HUMAN-COMPUTER INTERACTION, page. 1-13en_US
dc.identifier.issn1044-7318en_US
dc.identifier.issn1532-7590en_US
dc.identifier.urihttps://www.tandfonline.com/doi/full/10.1080/10447318.2023.2250611en_US
dc.identifier.urihttps://repository.hanyang.ac.kr/handle/20.500.11754/190641-
dc.description.abstractVirtual reality (VR) users experience unwanted symptoms, such as body imbalance, nausea, dizzi-ness, and loss of presence. This study aims to investigate the effects of posture and locomotionon postural stability, cybersickness, and presence in VR environments. Twenty participants playeda VR game under different conditions depending on posture (standing and sitting) and locomo-tion methods (joystick and teleportation), and seven dependent variables (COM, AP displacement,ML displacement, ASL, PSQ, VRSQ, and SOP) were analyzed to observe postural stability, cybersick-ness, and presence. The results revealed that postural instability increased when the task was per-formed in the standing posture with the joystick locomotion method compared to otherconditions. The AP displacement, ML displacement, and ASL were lower under teleportation condi-tions. The PSQ scores indicated that postural stability was better in the sitting posture than in thestanding posture. The VRSQ score revealed that the sitting with teleportation condition had lesscybersickness than the other conditions. The SOP score was the highest in the standing posturewith the teleportation condition. This study concludes that a sitting posture with teleportationlocomotion can be considered when designing games in which users actively interact with virtualmovements.en_US
dc.description.sponsorshipThis research was supported by the Basic Science Research Programthrough the National Research Foundation of Korea (NRF) funded bythe Ministry of Education (2020R1I1A3067932).en_US
dc.languageen_USen_US
dc.publisherTAYLOR & FRANCIS INCen_US
dc.relation.ispartofseries;1-13-
dc.subjectVirtual realityen_US
dc.subjecthead-mounted displayen_US
dc.subjectpostureen_US
dc.subjectlocomotion methoden_US
dc.subjectpostural stabilityen_US
dc.subjectcybersicknessen_US
dc.subjectpresenceen_US
dc.titleEffects of Posture and Locomotion Methods on Postural Stability, Cybersickness, and Presence in a Virtual Environmenten_US
dc.typeArticleen_US
dc.identifier.doihttps://doi.org/10.1080/10447318.2023.2250611en_US
dc.relation.journalINTERNATIONAL JOURNAL OF HUMAN-COMPUTER INTERACTION-
dc.contributor.googleauthorKumar, Naveen-
dc.contributor.googleauthorLim, Chae Heon-
dc.contributor.googleauthorSardar, Suman Kalyan-
dc.contributor.googleauthorPark, Se Hyeon-
dc.contributor.googleauthorLee, Seul Chan-
dc.relation.code2023043200-
dc.sector.campusE-
dc.sector.daehakCOLLEGE OF COMPUTING[E]-
dc.sector.departmentSCHOOL OF MEDIA, CULTURE, AND DESIGN TECHNOLOGY-
dc.identifier.pidseulchan-
Appears in Collections:
COLLEGE OF COMPUTING[E](소프트웨어융합대학) > MEDIA, CULTURE, AND DESIGN TECHNOLOGY(ICT융합학부) > Articles
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