Augmenting embodied sensemaking using VR-enabled new and unusual perspectives

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Abstract

Since the launch of the first Oculus Developer Kit in 2013, consumer and commercial adoption of VR and AR technology has arrived beyond the early-Adopter stage. This widespread availability of VR and AR headsets raises challenging and exciting questions for researchers in the field of embodied interaction: how do we design embodied interactions in VR? Can we improve (social) sensemaking beyond the natural body? What new opportunities for embodied interaction have presented themselves, thanks to this new technology, and how can we best use them? To address these questions, my research focuses on designing new interactions with VR systems that go beyond the (digital) gaming context, especially including tangible interactions from new and unusual perspectives, made possible by the new developments in the field of VR technologies. In my thesis, I aspire to present a virtual reality, embodied interaction, embodied sensemaking, social sensemaking, perspectives.
Original languageEnglish
Title of host publicationTEI 2020 - Proceedings of the 14th International Conference on Tangible, Embedded, and Embodied Interaction
PublisherAssociation for Computing Machinery, Inc
Pages917-923
ISBN (Electronic)9781450361071
DOIs
Publication statusPublished - 6 Feb 2020
Externally publishedYes
Event14th International Conference on Tangible, Embedded, and Embodied Interaction, TEI 2020 - Sydney, Australia
Duration: 9 Feb 202012 Feb 2020

Conference

Conference14th International Conference on Tangible, Embedded, and Embodied Interaction, TEI 2020
Country/TerritoryAustralia
CitySydney
Period9/02/2012/02/20

Funding

I would like to express my gratitude to my supervisors, Professor Manfred Tscheligi and Dr. Bart Hengeveld, as well as to Martin Murer, for their invaluable feedback on my thesis so far. This work is supported by the Austrian Science Fund (FWF): I 3580-N33.

FundersFunder number
Austrian Science FundI 3580-N33

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