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dc.contributor.authorAlzayat, Ayman
dc.contributor.authorHancock, Mark
dc.contributor.authorNacenta, Miguel
dc.date.accessioned2019-05-03T23:38:34Z
dc.date.available2019-05-03T23:38:34Z
dc.date.issued2019-04-18
dc.identifier.citationAlzayat , A , Hancock , M & Nacenta , M 2019 , Quantitative measurement of tool embodiment for virtual reality input alternatives . in Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems (CHI'19) . , 443 , ACM , New York , ACM Conference on Human Factors in Computing Systems 2019 , Glasgow , United Kingdom , 4/05/19 . https://doi.org/10.1145/3290605.3300673en
dc.identifier.citationconferenceen
dc.identifier.isbn9781450359702
dc.identifier.otherPURE: 257478767
dc.identifier.otherPURE UUID: 253dc732-24c5-4084-a21e-f0dc50b9fa1c
dc.identifier.otherORCID: /0000-0002-9864-9654/work/57088501
dc.identifier.otherScopus: 85067620897
dc.identifier.otherWOS: 000474467905057
dc.identifier.urihttps://hdl.handle.net/10023/17643
dc.descriptionFunding: Ontario Ministry of Research and Innovation and Science and the Natural Sciences and Engineering Research Council of Canada for funding.en
dc.description.abstractVirtual 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.
dc.format.extent11
dc.language.isoeng
dc.publisherACM
dc.relation.ispartofProceedings of the 2019 CHI Conference on Human Factors in Computing Systems (CHI'19)en
dc.rights© 2019, the Author(s). This work has been made available online in accordance with the publisher's policies. This is the author created accepted version manuscript following peer review and as such may differ slightly from the final published version. The final published version of this work is available at https://doi.org/10.1145/3290605.3300673en
dc.subjectEmbodimenten
dc.subjectTool embodimenten
dc.subjectEmbodied interactionen
dc.subjectVirtual realityen
dc.subjectReady-to-handen
dc.subjectUnready-to-handen
dc.subjectToolsen
dc.subjectQA75 Electronic computers. Computer scienceen
dc.subjectT Technologyen
dc.subjectDASen
dc.subject.lccQA75en
dc.subject.lccTen
dc.titleQuantitative measurement of tool embodiment for virtual reality input alternativesen
dc.typeConference itemen
dc.description.versionPostprinten
dc.contributor.institutionUniversity of St Andrews. School of Computer Scienceen
dc.identifier.doihttps://doi.org/10.1145/3290605.3300673
dc.date.embargoedUntil2019-05-04


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