Navigating large virtual spaces
International Journal of Human-Computer Interaction - Special issue on human-virtual environment interaction
Visual homing is possible without landmarks: a path integration study in virtual reality
Presence: Teleoperators and Virtual Environments
Effects of Field of View on Performance with Head-Mounted Displays
Effects of Field of View on Performance with Head-Mounted Displays
The role of rest frames in vection, presence and motion sickness
The role of rest frames in vection, presence and motion sickness
Visual cues can be sufficient for triggering automatic, reflexlike spatial updating
ACM Transactions on Applied Perception (TAP)
Towards Lean and Elegant Self-Motion Simulation in Virtual Reality
VR '05 Proceedings of the 2005 IEEE Conference 2005 on Virtual Reality
Redirected walking
Physically large displays improve performance on spatial tasks
ACM Transactions on Computer-Human Interaction (TOCHI)
Simple user-generated motion cueing can enhance self-motion perception (Vection) in virtual reality
Proceedings of the ACM symposium on Virtual reality software and technology
Presence: Teleoperators and Virtual Environments
Calibrating Visual Path Integration in VEs
Presence: Teleoperators and Virtual Environments
Movement in Cluttered Virtual Environments
Presence: Teleoperators and Virtual Environments
Presence: Teleoperators and Virtual Environments
Navigating Large-Scale “Desk-Top” Virtual Buildings: Effects of Orientation Aids and Familiarity
Presence: Teleoperators and Virtual Environments
Measuring Presence in Virtual Environments: A Presence Questionnaire
Presence: Teleoperators and Virtual Environments
Presence: Teleoperators and Virtual Environments
Exploring large virtual environments with an HMD when physical space is limited
Proceedings of the 4th symposium on Applied perception in graphics and visualization
Proceedings of the 7th Symposium on Applied Perception in Graphics and Visualization
Do we need to walk for effective virtual reality navigation? physical rotations alone may suffice
SC'10 Proceedings of the 7th international conference on Spatial cognition
SC'12 Proceedings of the 2012 international conference on Spatial Cognition VIII
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Even in state-of-the-art virtual reality (VR) setups, participants often feel lost when navigating through virtual environments. In VR applications and psychological experiments, such disorientation is often compensated for by extensive training. Here, two experimental series investigated participants' sense of direction by means of a rapid point-to-origin paradigm without any performance feedback or training. This paradigm allowed us to study participants' intuitive spatial orientation in VR while minimizing the influence of higher cognitive abilities and compensatory strategies. After visually displayed passive excursions along one-or two-segment trajectories, participants were asked to point back to the origin of locomotion as accurately and quickly as possible. Despite using an immersive, high-quality video projection with a 84 63 field of view, participants' overall performance was rather poor. Moreover, about 40 of the participants exhibited striking qualitative errors, namely left-right reversalsdespite not misinterpreting the visually simulated turning direction. Even when turning angles were announced in advance to obviate encoding errors due to misperceived turning angles, many participants still produced surprisingly large systematic and random errors, and perceived task difficulty and response times were unexpectedly high. Careful analysis suggests that some, but not all, of the left-right inversions can be explained by a failure to update visually displayed heading changes. Taken together, this study shows that even an immersive, high-quality video projection system is not necessarily sufficient for enabling natural and intuitive spatial orientation or automatic spatial updating in VR, even when advance information about turning angles was provided. We posit that investigating qualitative errors for basic spatial orientation tasks using, for example, rapid point-to-origin paradigms can be a powerful tool for evaluating and improving the effectiveness of VR setups in terms of enabling natural and unencumbered spatial orientation and performance. We provide some guidelines for VR system designers.