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    Tangiball: Foot-Enabled Embodied Tangible Interaction with a Ball in Virtual Reality

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    Name:
    TangiBall IEEE VR 2022 Revised2.pdf
    Size:
    4.302Mb
    Format:
    PDF
    Description:
    Final Accepted Manuscript
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    Author
    Bozgeyikli, Lai Lila
    Bozgeyikli, Evren
    Affiliation
    University of Arizona, School of Information
    Issue Date
    2022-03
    Keywords
    direct manipulation
    embodied interaction
    evaluation
    foot-enabled interaction
    tangible user interfaces
    user experience
    Virtual reality
    
    Metadata
    Show full item record
    Publisher
    IEEE
    Citation
    Bozgeyikli, L. L., & Bozgeyikli, E. (2022). Tangiball: Foot-Enabled Embodied Tangible Interaction with a Ball in Virtual Reality. Proceedings - 2022 IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2022, 812–820.
    Journal
    Proceedings - 2022 IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2022
    Rights
    © 2022 IEEE.
    Collection Information
    This item from the UA Faculty Publications collection is made available by the University of Arizona with support from the University of Arizona Libraries. If you have questions, please contact us at repository@u.library.arizona.edu.
    Abstract
    Interaction with tangible user interfaces (TUIs) in virtual reality (VR) is known to offer several benefits in terms of user experience. Incorporating identical-formed tangible objects for foot-enabled embodied interaction in VR is not a well-researched area. To address this gap, in this study, we explored foot-enabled embodied interaction in VR through a room-scale tangible soccer game (Tangiball). Users interacted with a physical ball with their feet in real time by seeing its virtual counterpart inside a VR head mounted display (HMD). Tangiball included a custom-built transparent physical ball, inside which motion trackers were secured using custom 3D-printed attachments. A between-subjects user study was performed with 40 participants, in which Tangiball was compared with the control condition of foot-enabled embodied interaction with a purely virtual ball. The results revealed that tangible interaction improved user performance and presence significantly, while no difference in terms of motion sickness was detected between the tangible and virtual versions. This paper discusses the development and evaluation of Tangiball along with implications of the user study results.
    Note
    Immediate access
    ISSN
    2642-5246
    EISSN
    2642-5254
    DOI
    10.1109/vr51125.2022.00103
    Version
    Final accepted manuscript
    ae974a485f413a2113503eed53cd6c53
    10.1109/vr51125.2022.00103
    Scopus Count
    Collections
    UA Faculty Publications

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