Impact of Information Placement and User Representations in VR on Performance and Embodiment

dc.contributor.authorSeinfeld, Sofia
dc.contributor.authorFeuchtner, Tiare
dc.contributor.authorPinzek, Johannes
dc.contributor.authorMüller, Jörg
dc.date.accessioned2021-10-05T07:45:07Z
dc.date.available2021-10-05T07:45:07Z
dc.date.issued2022-03-01
dc.description.abstractHuman sensory processing is sensitive to the proximity of stimuli to the body. It is therefore plausible that these perceptual mechanisms also modulate the detectability of content in VR, depending on its location. We evaluate this in a user study and further explore the impact of the user's representation during interaction. We also analyze how embodiment and motor performance are influenced by these factors. In a dual-task paradigm, participants executed a motor task, either through virtual hands, virtual controllers, or a keyboard. Simultaneously, they detected visual stimuli appearing in different locations. We found that, while actively performing a motor task in the virtual environment, performance in detecting additional visual stimuli is higher when presented near the user's body. This effect is independent of how the user is represented and only occurs when the user is also engaged in a secondary task. We further found improved motor performance and increased embodiment when interacting through virtual tools and hands in VR, compared to interacting with a keyboard. This study contributes to better understanding the detectability of visual content in VR, depending on its location in the virtual environment, as well as the impact of different user representations on information processing, embodiment, and motor performance.eng
dc.description.versionpublishedeng
dc.identifier.arxiv2002.12007v3eng
dc.identifier.doi10.1109/TVCG.2020.3021342eng
dc.identifier.pmid32877336eng
dc.identifier.ppn1794969411
dc.identifier.urihttps://kops.uni-konstanz.de/handle/123456789/55133
dc.language.isoengeng
dc.rightsterms-of-use
dc.rights.urihttps://rightsstatements.org/page/InC/1.0/
dc.subjectVirtual Reality, Notifications, Attention, Near Space, Virtual Representations, Input Deviceseng
dc.subject.ddc004eng
dc.titleImpact of Information Placement and User Representations in VR on Performance and Embodimenteng
dc.typeJOURNAL_ARTICLEeng
dspace.entity.typePublication
kops.citation.bibtex
@article{Seinfeld2022-03-01Impac-55133,
  year={2022},
  doi={10.1109/TVCG.2020.3021342},
  title={Impact of Information Placement and User Representations in VR on Performance and Embodiment},
  number={3},
  volume={28},
  issn={1077-2626},
  journal={IEEE Transactions on Visualization and Computer Graphics (T-VCG)},
  pages={1545--1556},
  author={Seinfeld, Sofia and Feuchtner, Tiare and Pinzek, Johannes and Müller, Jörg}
}
kops.citation.iso690SEINFELD, Sofia, Tiare FEUCHTNER, Johannes PINZEK, Jörg MÜLLER, 2022. Impact of Information Placement and User Representations in VR on Performance and Embodiment. In: IEEE Transactions on Visualization and Computer Graphics (T-VCG). IEEE. 2022, 28(3), pp. 1545-1556. ISSN 1077-2626. eISSN 1941-0506. Available under: doi: 10.1109/TVCG.2020.3021342deu
kops.citation.iso690SEINFELD, Sofia, Tiare FEUCHTNER, Johannes PINZEK, Jörg MÜLLER, 2022. Impact of Information Placement and User Representations in VR on Performance and Embodiment. In: IEEE Transactions on Visualization and Computer Graphics (T-VCG). IEEE. 2022, 28(3), pp. 1545-1556. ISSN 1077-2626. eISSN 1941-0506. Available under: doi: 10.1109/TVCG.2020.3021342eng
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