@misc{LachmairRuizFernandezBuryetal.2016, author = {Lachmair, Martin and Ruiz Fernandez, Susana and Bury, Nils-Alexander and Gerjets, Peter and Fischer, Martin H. and Bock, Otmar L.}, title = {How body orientation affects concepts of space, time and valence}, series = {Postprints der Universit{\"a}t Potsdam : Humanwissenschaftliche Reihe}, journal = {Postprints der Universit{\"a}t Potsdam : Humanwissenschaftliche Reihe}, number = {505}, issn = {1866-8364}, doi = {10.25932/publishup-41094}, url = {http://nbn-resolving.de/urn:nbn:de:kobv:517-opus4-410942}, pages = {16}, year = {2016}, abstract = {The aim of the present study was to test the functional relevance of the spatial concepts UP or DOWN for words that use these concepts either literally (space) or metaphorically (time, valence). A functional relevance would imply a symmetrical relationship between the spatial concepts and words related to these concepts, showing that processing words activate the related spatial concepts on one hand, but also that an activation of the concepts will ease the retrieval of a related word on the other. For the latter, the rotation angle of participant's body position was manipulated either to an upright or a head-down tilted body position to activate the related spatial concept. Afterwards participants produced in a within-subject design previously memorized words of the concepts space, time and valence according to the pace of a metronome. All words were related either to the spatial concept UP or DOWN. The results including Bayesian analyses show (1) a significant interaction between body position and words using the concepts UP and DOWN literally, (2) a marginal significant interaction between body position and temporal words and (3) no effect between body position and valence words. However, post-hoc analyses suggest no difference between experiments. Thus, the authors concluded that integrating sensorimotor experiences is indeed of functional relevance for all three concepts of space, time and valence. However, the strength of this functional relevance depends on how close words are linked to mental concepts representing vertical space.}, language = {en} } @article{LachmairFernandezBuryetal.2016, author = {Lachmair, Martin and Fernandez, Susana Ruiz and Bury, Nils-Alexander and Gerjets, Peter and Fischer, Martin H. and Bock, Otmar L.}, title = {How Body Orientation Affects Concepts of Space, Time and Valence: Functional Relevance of Integrating Sensorimotor Experiences during Word Processing}, series = {PLoS one}, volume = {11}, journal = {PLoS one}, publisher = {PLoS}, address = {San Fransisco}, issn = {1932-6203}, doi = {10.1371/journal.pone.0165795}, pages = {16}, year = {2016}, language = {en} } @article{LachmairFischerGerjets2022, author = {Lachmair, Martin and Fischer, Martin H. and Gerjets, Peter}, title = {Action-control mappings of interfaces in virtual reality: a study of embodied interaction}, series = {Frontiers in virtual reality}, volume = {3}, journal = {Frontiers in virtual reality}, publisher = {Frontiers Media}, address = {Lausanne}, issn = {2673-4192}, doi = {10.3389/frvir.2022.976849}, pages = {11}, year = {2022}, abstract = {The development of interface technologies is driven by the goal of making interaction more positive through natural action-control mappings. In Virtual Reality (VR), the entire body is potentially involved for interaction, using such mappings with a maximum of degrees of freedom. The downside is the increase in interaction complexity, which can dramatically influence interface design. A cognitive perspective on detailed aspects of interaction patterns is lacking in common interface design guidelines, although it can be helpful to make this complexity controllable and, thus, make interaction behavior predictable. In the present study, the distinction between grounding, embodiment, and situatedness (the GES framework) is applied to organize aspects of interactions and to compare them with each other. In two experiments, zooming into or out of emotional pictures through changes of arm span was examined in VR. There are qualitatively different aspects during such an interaction: i) perceptual aspects caused by zooming are fundamental for human behavior (Grounding: closer objects appear bigger) and ii) aspects of gestures correspond to the physical characteristics of the agents (Embodiment: little distance of hands signals little or, in contrast, "creating more detail"). The GES-framework sets aspects of Grounding against aspects of Embodiment, thus allowing to predict human behavior regarding these qualitatively different aspects. For the zooming procedure, the study shows that Grounding can overrule Embodiment in interaction design. Thus, we propose GES as a cognitive framework that can help to inform interaction guidelines for user interface design in VR.}, language = {en} }