User Representations in Human-Computer Interaction

Research output: Contribution to journal/Conference contribution in journal/Contribution to newspaperJournal articleResearchpeer-review

Standard

User Representations in Human-Computer Interaction. / Seinfeld, Sofia; Feuchtner, Tiare; Maselli, Antonella; Müller, Jörg.

In: Human-Computer Interaction, 02.2020.

Research output: Contribution to journal/Conference contribution in journal/Contribution to newspaperJournal articleResearchpeer-review

Harvard

Seinfeld, S, Feuchtner, T, Maselli, A & Müller, J 2020, 'User Representations in Human-Computer Interaction', Human-Computer Interaction. https://doi.org/10.1080/07370024.2020.1724790

APA

Seinfeld, S., Feuchtner, T., Maselli, A., & Müller, J. (2020). User Representations in Human-Computer Interaction. Human-Computer Interaction. https://doi.org/10.1080/07370024.2020.1724790

CBE

MLA

Vancouver

Seinfeld S, Feuchtner T, Maselli A, Müller J. User Representations in Human-Computer Interaction. Human-Computer Interaction. 2020 Feb. https://doi.org/10.1080/07370024.2020.1724790

Author

Seinfeld, Sofia ; Feuchtner, Tiare ; Maselli, Antonella ; Müller, Jörg. / User Representations in Human-Computer Interaction. In: Human-Computer Interaction. 2020.

Bibtex

@article{f22d06d4524749ee9ff21d9a00902e26,
title = "User Representations in Human-Computer Interaction",
abstract = "Cursors, avatars, virtual hands or tools, and other rendered graphical objects, enable users to interact with computers such as PCs, game consoles or virtual reality systems. We analyze the role of these various objects from a user perspective under the unifying concept of “User Representations”. These representations are virtual objects that artificially extend the users{\textquoteright} physical bodies, enabling them to manipulate the virtual environment by performing motor actions that are continuously mapped to their User Representations. In this paper, we identify a set of concepts that are relevant for different User Representations, and provide a multidisciplinary review of the multisensory and cognitive factors underlying the control and subjective experience of User Representations. These concepts include visual appearance, multimodal feedback, sense of agency, input methods, peripersonal space, visual perspective, and body ownership. We further suggest a research agenda for these concepts, which can lead the human computer interaction community towards a wider perspective of how users perceive and interact through their User Representations.",
keywords = "User representations, body ownership, sense of agency, visual perspective, peripersonal space, multimodal feedback",
author = "Sofia Seinfeld and Tiare Feuchtner and Antonella Maselli and J{\"o}rg M{\"u}ller",
year = "2020",
month = feb,
doi = "10.1080/07370024.2020.1724790",
language = "English",
journal = "Human-Computer Interaction",
issn = "0737-0024",
publisher = "Taylor & Francis Online",

}

RIS

TY - JOUR

T1 - User Representations in Human-Computer Interaction

AU - Seinfeld, Sofia

AU - Feuchtner, Tiare

AU - Maselli, Antonella

AU - Müller, Jörg

PY - 2020/2

Y1 - 2020/2

N2 - Cursors, avatars, virtual hands or tools, and other rendered graphical objects, enable users to interact with computers such as PCs, game consoles or virtual reality systems. We analyze the role of these various objects from a user perspective under the unifying concept of “User Representations”. These representations are virtual objects that artificially extend the users’ physical bodies, enabling them to manipulate the virtual environment by performing motor actions that are continuously mapped to their User Representations. In this paper, we identify a set of concepts that are relevant for different User Representations, and provide a multidisciplinary review of the multisensory and cognitive factors underlying the control and subjective experience of User Representations. These concepts include visual appearance, multimodal feedback, sense of agency, input methods, peripersonal space, visual perspective, and body ownership. We further suggest a research agenda for these concepts, which can lead the human computer interaction community towards a wider perspective of how users perceive and interact through their User Representations.

AB - Cursors, avatars, virtual hands or tools, and other rendered graphical objects, enable users to interact with computers such as PCs, game consoles or virtual reality systems. We analyze the role of these various objects from a user perspective under the unifying concept of “User Representations”. These representations are virtual objects that artificially extend the users’ physical bodies, enabling them to manipulate the virtual environment by performing motor actions that are continuously mapped to their User Representations. In this paper, we identify a set of concepts that are relevant for different User Representations, and provide a multidisciplinary review of the multisensory and cognitive factors underlying the control and subjective experience of User Representations. These concepts include visual appearance, multimodal feedback, sense of agency, input methods, peripersonal space, visual perspective, and body ownership. We further suggest a research agenda for these concepts, which can lead the human computer interaction community towards a wider perspective of how users perceive and interact through their User Representations.

KW - User representations

KW - body ownership

KW - sense of agency

KW - visual perspective

KW - peripersonal space

KW - multimodal feedback

U2 - 10.1080/07370024.2020.1724790

DO - 10.1080/07370024.2020.1724790

M3 - Journal article

JO - Human-Computer Interaction

JF - Human-Computer Interaction

SN - 0737-0024

ER -