PetPresence : Investigating the Integration of Real-World Pet Activities in Virtual Reality
Research output: Journal Publications and Reviews › RGC 21 - Publication in refereed journal › peer-review
Author(s)
Related Research Unit(s)
Detail(s)
Original language | English |
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Pages (from-to) | 2559-2569 |
Journal / Publication | IEEE Transactions on Visualization and Computer Graphics |
Volume | 30 |
Issue number | 5 |
Online published | 4 Mar 2024 |
Publication status | Published - May 2024 |
Link(s)
Abstract
For VR interaction, the home environment with complicated spatial setup and dynamics may hinder the VR user experience. In particular, pets' movement may be more unpredictable. In this paper, we investigate the integration of real-world pet activities into immersive VR interaction. Our pilot study showed that the active pet movements, especially dogs, could negatively impact users' performance and experience in immersive VR. We proposed three different types of pet integration, namely semitransparent real-world portal, non-interactive object in VR, and interactive object in VR. We conducted the user study with 16 pet owners and their pets. The results showed that compared to the baseline condition without any pet-integration technique, the approach of integrating the pet as interactive objects in VR yielded significantly higher participant ratings in perceived realism, joy, multisensory engagement, and connection with their pets in VR. © 2024 IEEE.
Research Area(s)
- Distractions, Haptics, Pet, Presence, Virtual Reality
Citation Format(s)
PetPresence: Investigating the Integration of Real-World Pet Activities in Virtual Reality. / Xiong, Ningchang; Liu, Qingqin; Zhu, Kening.
In: IEEE Transactions on Visualization and Computer Graphics, Vol. 30, No. 5, 05.2024, p. 2559-2569.
In: IEEE Transactions on Visualization and Computer Graphics, Vol. 30, No. 5, 05.2024, p. 2559-2569.
Research output: Journal Publications and Reviews › RGC 21 - Publication in refereed journal › peer-review