![]() In the city navigation scenario, the gamepad was associated with better presence, usability, and workload scores. We compare the Limbic Chair to a gamepad using performance measures (i.e., time and accuracy), head movements, body sway, and standard questionnaires for measuring presence, usability, workload, and simulator sickness. We demonstrate the suitability of the Limbic Chair in two VR scenarios: city navigation and flight simulation. The chair is composed of two separate shells that allow the user’s legs to move independently while sitting. We present a novel embodied interface called the Limbic Chair. ![]() ![]() Embodied interfaces are promising for virtual reality (VR) because they can improve immersion and reduce simulator sickness compared to more traditional handheld interfaces (e.g., gamepads).
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