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The systematic evaluation of an embodied control interface for virtual reality



Embodied interfaces are promising for virtual reality (VR) because they can improve immersion and reduce simulator sickness compared to more traditional handheld interfaces (e.g., gamepads). We present a novel embodied interface called the Limbic Chair. The chair is composed of two separate shells that allow the user’s legs to move independently while sitting. We demonstrate the suitability of the Limbic Chair in two VR scenarios: city navigation and flight simulation. We compare the Limbic Chair to a gamepad using performance measures (i.e., time and accuracy), head movements, body sway, and standard questionnaires for measuring presence, usability, workload, and simulator sickness. In the city navigation scenario, the gamepad was associated with better presence, usability, and workload scores. In the flight simulation scenario, the chair was associated with less body sway (i.e., less simulator sickness) and fewer head movements but also slower performance and higher workload. In all other comparisons, the Limbic Chair and gamepad were similar, showing the promise of the Chair for replacing some control functions traditionally executed using handheld devices.

Kenan Bektas, Tyler Thrash, Mark A van Raai, Patrik Künzler, Richard Hahnloser

13 Dec 2021

Item Type
Journal paper
Journal Title
Subject Areas
computer science