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Cited 9 time in webofscience Cited 13 time in scopus
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Effects of Posture and Locomotion Methods on Postural Stability, Cybersickness, and Presence in a Virtual Environment

Authors
Kumar, NaveenLim, Chae HeonSardar, Suman KalyanPark, Se HyeonLee, Seul Chan
Issue Date
Oct-2024
Publisher
Lawrence Erlbaum Associates Inc.
Keywords
Virtual reality; head-mounted display; posture; locomotion method; postural stability; cybersickness; presence
Citation
International Journal of Human-Computer Interaction, v.40, no.20, pp 6314 - 6326
Pages
13
Indexed
SCIE
SSCI
SCOPUS
Journal Title
International Journal of Human-Computer Interaction
Volume
40
Number
20
Start Page
6314
End Page
6326
URI
https://scholarworks.gnu.ac.kr/handle/sw.gnu/67957
DOI
10.1080/10447318.2023.2250611
ISSN
1044-7318
1532-7590
Abstract
Virtual reality (VR) users experience unwanted symptoms, such as body imbalance, nausea, dizziness, and loss of presence. This study aims to investigate the effects of posture and locomotion on postural stability, cybersickness, and presence in VR environments. Twenty participants played a VR game under different conditions depending on posture (standing and sitting) and locomotion methods (joystick and teleportation), and seven dependent variables (COM, AP displacement, ML displacement, ASL, PSQ, VRSQ, and SOP) were analyzed to observe postural stability, cybersickness, and presence. The results revealed that postural instability increased when the task was performed in the standing posture with the joystick locomotion method compared to other conditions. The AP displacement, ML displacement, and ASL were lower under teleportation conditions. The PSQ scores indicated that postural stability was better in the sitting posture than in the standing posture. The VRSQ score revealed that the sitting with teleportation condition had less cybersickness than the other conditions. The SOP score was the highest in the standing posture with the teleportation condition. This study concludes that a sitting posture with teleportation locomotion can be considered when designing games in which users actively interact with virtual movements.
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공과대학 > Department of Industrial and Systems Engineering > Journal Articles
공학계열 > 산업시스템공학과 > Journal Articles

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