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dc.contributor.authorWang, L
dc.contributor.authorHuang, M
dc.contributor.authorYang, R
dc.contributor.authorQin, C
dc.contributor.authorHan, J
dc.contributor.authorLiang, H-N
dc.date.accessioned2023-10-19T09:43:12Z
dc.date.issued2023-12-11
dc.date.updated2023-10-19T09:04:22Z
dc.description.abstractUsers’ motion representation in virtual reality (VR) can be modulated visually by introducing a mismatch with their real motion, which can bring benefits to exercise and rehabilitation and has great potential for exergame applications in VR. Users’ experience of control is a critical consideration for user experience in human-computer interaction and should be paid special attention when movement modulation is implemented in VR. However, how movement modulation affects users’ experience of control and motor performance has not been fully investigated in detail. This research included forty-nine participants and investigated how the experience of control is influenced by reaching movement modulation in two types: the enhancement and reduction modes. Different modulation modes were designed to study their influence on the explicit experience of control in self-ratings and the implicit measured experience of control in intentional binding and electroencephalography. Participants’ movement trajectory, velocity, and completion time were analyzed for motor performance. The results illustrate a significant effect of movement modulation on the users’ motor performance and experience of control in self-ratings and EEG. This study makes a major contribution through a comprehensive analysis of the experience of control with movement modulation and provides important and practical design considerations on movement modulation design in future exercise-based applications with positive controlling experiences in VRen_GB
dc.description.sponsorshipKey Program Special Fund in XJTLUen_GB
dc.description.sponsorshipResearch Development Fund of XJTLUen_GB
dc.description.sponsorshipNatural Science Foundation of the Jiangsu Higher Education Institutions of Chinaen_GB
dc.identifier.citationPublished online 11 December 2023en_GB
dc.identifier.doi10.1080/10447318.2023.2290382
dc.identifier.grantnumberKSF-E-34en_GB
dc.identifier.grantnumberRDF-18-02-30en_GB
dc.identifier.grantnumber23KJB520038en_GB
dc.identifier.urihttp://hdl.handle.net/10871/134282
dc.identifierORCID: 0000-0003-3240-4942 (Han, Ji)
dc.language.isoenen_GB
dc.publisherTaylor and Francisen_GB
dc.rights.embargoreasonUnder embargo until 11 December 2024 in compliance with publisher policyen_GB
dc.rights� 2023 Taylor & Francis Group. This version is made available under the CC-BY-NC 4.0 license: https://creativecommons.org/licenses/by-nc/4.0/  en_GB
dc.subjectVirtual realityen_GB
dc.subjectmovement modulationen_GB
dc.subjectexperience of controlen_GB
dc.subjectelectroencephalographyen_GB
dc.titleEffect of Reaching Movement Modulation on Experience of Control in Virtual Realityen_GB
dc.typeArticleen_GB
dc.date.available2023-10-19T09:43:12Z
dc.identifier.issn1044-7318
dc.descriptionThis is the author accepted manuscript. The final version is available from Taylor & Francis via the DOI in this recorden_GB
dc.identifier.journalInternational Journal of Human-Computer Interactionen_GB
dc.rights.urihttps://creativecommons.org/licenses/by-nc/4.0/  en_GB
dcterms.dateAccepted2023-11-28
dcterms.dateSubmitted2023-03-01
rioxxterms.versionAMen_GB
rioxxterms.licenseref.startdate2023-11-28
rioxxterms.typeJournal Article/Reviewen_GB
refterms.dateFCD2023-10-19T09:04:24Z
refterms.versionFCDAM
refterms.panelCen_GB


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� 2023 Taylor & Francis Group. This version is made available under the CC-BY-NC 4.0 license: https://creativecommons.org/licenses/by-nc/4.0/  
Except where otherwise noted, this item's licence is described as � 2023 Taylor & Francis Group. This version is made available under the CC-BY-NC 4.0 license: https://creativecommons.org/licenses/by-nc/4.0/