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Research at St Andrews

Quantitative measurement of tool embodiment for virtual reality input alternatives

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Author(s)

Ayman Alzayat, Mark Hancock, Miguel Nacenta

School/Research organisations

Abstract

Virtual reality (VR) strives to replicate the sensation of the physical environment by mimicking people’s perceptions and experience of being elsewhere. These experiences are often mediated by the objects and tools we interact with in the virtual world (e.g., a controller). Evidence from psychology posits that when using the tool proficiently, it becomes embodied (i.e., an extension of one’s body). There is little work, however, on how to measure this phenomenon in VR, and on how different types of tools and controllers can affect the experience of interaction. In this work, we leverage cognitive psychology and philosophy literature to construct the Locus-of-Attention Index (LAI), a measure of tool embodiment. We designed and conducted a study that measures readiness-to-hand and unreadiness-to-hand for three VR interaction techniques: hands, a physical tool, and a VR controller. The study shows that LAI can measure differences in embodiment with working and broken tools and that using the hand directly results in more embodiment than using controllers.
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Details

Original languageEnglish
Title of host publicationProceedings of the 2019 CHI Conference on Human Factors in Computing Systems (CHI'19)
Place of PublicationNew York
PublisherACM
Number of pages11
ISBN (Electronic)9781450359702
DOIs
Publication statusPublished - 18 Apr 2019
EventACM Conference on Human Factors in Computing Systems 2019 - SEC, Glasgow, United Kingdom
Duration: 4 May 20199 May 2019
http://chi2019.acm.org/

Conference

ConferenceACM Conference on Human Factors in Computing Systems 2019
Abbreviated titleCHI 2019
CountryUnited Kingdom
CityGlasgow
Period4/05/199/05/19
Internet address

    Research areas

  • Embodiment, Tool embodiment, Embodied interaction, Virtual reality, Ready-to-hand, Unready-to-hand, Tools

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