ACM SIGGRAPH Computer Graphics
Presence: Teleoperators and Virtual Environments
Presence: Teleoperators and Virtual Environments - Special section: Advances in interactive multimodal telepresent systems
The effects of head-mounted display mechanics on distance judgments in virtual environments
APGV '04 Proceedings of the 1st Symposium on Applied perception in graphics and visualization
Distance Perception and the Visual Horizon in Head-Mounted Displays
ACM Transactions on Applied Perception (TAP)
The benefits of third-person perspective in virtual and augmented reality?
Proceedings of the ACM symposium on Virtual reality software and technology
The importance of stereo and eye-coupled perspective for eye-hand coordination in fish tank VR
Presence: Teleoperators and Virtual Environments
Presence: Teleoperators and Virtual Environments
Presence: Teleoperators and Virtual Environments
Context aware, multimodal, and semantic rendering engine
Proceedings of the 8th International Conference on Virtual Reality Continuum and its Applications in Industry
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Pre-existing researches [Salamin et al. 2006] showed that Third-Person Perspective (3PP) enhances user navigation in 3D virtual environments by reducing proprio-perception issues. Nevertheless, this approach has shown drawbacks related to occlusions and adaptation time. The perspective proposed in this paper - our Improved Third-Person Perspective (i-3PP) - does allow the user to see through his/her body in order to fix 3PP limitations like occlusions. As gamers prefer using 3PP for moving actions and the First-Person Perspective (1PP) for fine operations, we verify if this behavior is extensible to simulations in augmented and virtual reality. Finally we check if the i-3PP would be preferred to the other perspectives for any action.