Patrizia Ring, M.Sc.
Numerous fail videos show that virtual reality (VR) has its risks - namely, being too immersed in the game to remember the real environment. Accidents while using VR due to collisions with obstacles, room boundaries or other people are on the rise as private VR hardware becomes more easily available. Safety systems in commercial VR systems are not sufficient in avoiding such accidents, as they depend on correct calibration. As private households often do not offer a large play space, many users trade safety for maximized play space, not correctly setting up the guardian. While some VR games are rather static, others are very dynamic and include changes in the virtual environment. This can lead to disorientation and desynchronization of the user's map of the real versus virtual world. This does not only lead to real-life collisions, but also to fear of colliding.
My research focus lies on the phenomenon of collision anxiety, which can be caused by earlier experiences, VR expertise, loss of orientation, or the application design. While collision anxiety has been implicitly mentioned in works regarding safety systems or movement in VR, there has not been any specific research regarding this topic. Hence, my work includes the development and validation of a questionnaire as well as research in the emergence and effects of collision anxiety in VR.
Fakultät für Ingenieurwissenschaften
47057 Duisburg
Functions
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Mitarbeiter/in, SCIES - Support Center for (International) Engineering Students
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Mitarbeiter/in, Medieninformatik
Current lectures
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WiSe 2025
Past lectures (max. 10)
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SoSe 2025
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WiSe 2024
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SoSe 2024
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WiSe 2023
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SoSe 2023
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WiSe 2022
The following publications are listed in the online university bibliography of the University of Duisburg-Essen. Further information may also be found on the person's personal web pages.
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It’s All Fun and Games, Until Someone Gets Hurt : How Game Pace and Player Movement Influence the User Experience in VRIn: Proceedings of the Extended Abstracts of the CHI Conference on Human Factors in Computing Systems (CHI EA '25) / CHI EA '25: Extended Abstracts of the CHI Conference on Human Factors in Computing Systems; 26 April 2025 - 1 May 2025; Yokohama, Japan / Yamashita, Naomi; Evers, Vanessa; Yatani, Koji; Ding, Xianghua (Sharon) (Eds.). New York: Association for Computing Machinery (ACM), 2025, 362DOI (Open Access)
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Long-Term Effects of User Expertise and Application Design on Collision Anxiety in VR GamesIn: Proceedings of the 2025 CHI Conference on Human Factors in Computing Systems (CHI '25) / CHI 2025: CHI Conference on Human Factors in Computing Systems; 26 April 2025 - 1 May 2025; Yokohama, Japan / Yamashita, Naomi; Evers, Vanessa; Yatani, Koji; Ding, Xianghua (Sharon); Lee, Bongshin; Chetty, Marshini; Toups-Dugas, Phoebe (Eds.). New York: Association for Computing Machinery (ACM), 2025, 1228DOI (Open Access)
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Virtual Proximity, Real Anxiety : How Co-located VR Gameplay Increases Mutual Player Distance and Fear of CollidingIn: FDG '25: Proceedings of the 20th International Conference on the Foundations of Digital Games / International Conference on the Foundations of Digital Games (FDG ’25); April 15–18, 2025; Graz, Austria / Pirker, Johanna; Kayali, Fares (Eds.). New York: Association for Computing Machinery (ACM), 2025, 12DOI (Open Access)
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Development and Validation of the Collision Anxiety Qestionnaire for VR ApplicationsIn: Proceedings of the CHI Conference on Human Factors in Computing Systems / CHI '24: CHI Conference on Human Factors in Computing Systems, Honolulu, HI, USA, May 11 - 16, 2024. New York: Association for Computing Machinery, 2024, 605
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Validation of a German Version of the Collision Anxiety QuestionnaireIn: Proceedings of Mensch und Computer 2024 (MuC 2024) / Mensch und Computer 2024 (MuC 2024): 1 - 4 September 2024; Karlsruhe, Germany / Maedche, Alexander; Beigl, Michael; Gerling, Kathrin; Mayer, Sven (Eds.). New York: Association for Computing Machinery (ACM), 2024, pp. 370 – 374
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Exploring the Influence of Collision Anxiety on Player Experience in XR GamesIn: Entertainment Computing – ICEC 2023: 22nd IFIP TC 14 International Conference, ICEC 2023 ; Bologna, Italy, November 15–17, 2023 ; Proceedings / 22nd IFIP TC 14 International Conference on Entertainment Computing, ICEC 2023, November 15–17, 2023, Bologna, Italy / Ciancarini, Paolo; Di Iorio, Angelo; Hlavacs, Helmut; Poggi, Francesco (Eds.). Berlin: Springer Nature Singapore, 2023, pp. 203 – 216
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Measuring Collision Anxiety in XR ExergamesIn: 2023 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops: VRW 2023 ; 25-29 March 2023, Shanghai, China : Proceedings / 30th IEEE Conference on Virtual Reality and 3D User Interfaces ; Online, 2023, Schanghai, China); Institute of Electrical and Electronics Engineers. Piscataway: Institute of Electrical and Electronics Engineers, 2023, pp. 627 – 628
Book articles / Proceedings papers
Posters / Proceedings posters
Tendered Theses
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Theses in Progress
| Type | Topic | Author |
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Supervised Theses
Academic Career and Education
| 2018 - 2020 | Study of Applied Cognitive- and Media Science at the University of Duisburg-Essen, degree Master of Science (M.Sc.) |
| 2012 - 2018 | Study of Applied Cognitive- and Media Science at the University of Duisburg-Essen, degree Bachelor of Science (B.Sc.) |
Professional Career
| 10/2021 - today | Researcher at the Entertainment Computing Group |
| 04/2021 - today | SCIES - Support Center for (International) Engineering Students |
| 2018 - 2020 | Student assistant at the Entertainment Computing Group |