Taking steps: the influence of a walking technique on presence in virtual reality
ACM Transactions on Computer-Human Interaction (TOCHI) - Special issue on virtual reality software and technology
Virtual spaces and real world places: transfer of route knowledge
International Journal of Human-Computer Studies
Quantifying immersion in virtual reality
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
The omni-directional treadmill: a locomotion device for virtual worlds
Proceedings of the 10th annual ACM symposium on User interface software and technology
Walking walking-in-place flying, in virtual environments
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Ignoring perfect knowledge in-the-world for imperfect knowledge in-the-head
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
EGVE '02 Proceedings of the workshop on Virtual environments 2002
Effect of turning strategy on maneuvering ability using the treadport locomotion interface
Presence: Teleoperators and Virtual Environments
VE-based training strategies for acquiring survey knowledge
Presence: Teleoperators and Virtual Environments
Presence: Teleoperators and Virtual Environments
Visual homing is possible without landmarks: a path integration study in virtual reality
Presence: Teleoperators and Virtual Environments
Simulating Side Slopes on Locomotion Interfaces Using Torso Forces
HAPTICS '03 Proceedings of the 11th Symposium on Haptic Interfaces for Virtual Environment and Teleoperator Systems (HAPTICS'03)
Six Generations of Building Walkthrough: Final Technical Report to the National Science Foundation
Six Generations of Building Walkthrough: Final Technical Report to the National Science Foundation
3D User Interfaces: Theory and Practice
3D User Interfaces: Theory and Practice
International Journal of Human-Computer Studies - Incorporating knowledge acquisition
APGV '04 Proceedings of the 1st Symposium on Applied perception in graphics and visualization
The Effect of Trails on First-time and Subsequent Navigation in a Virtual Environment
VR '05 Proceedings of the 2005 IEEE Conference 2005 on Virtual Reality
Comparing VE Locomotion Interfaces
VR '05 Proceedings of the 2005 IEEE Conference 2005 on Virtual Reality
CirculaFloor: A Locomotion Interface Using Circulation of Movable Tiles
VR '05 Proceedings of the 2005 IEEE Conference 2005 on Virtual Reality
IEEE Transactions on Visualization and Computer Graphics
Movement around real and virtual cluttered environments
Presence: Teleoperators and Virtual Environments - Special issue: Immersive projection technology
Editorial: Walking in real and virtual environments
ACM Transactions on Applied Perception (TAP)
Presence: Teleoperators and Virtual Environments - Special issue: 8th annual international workshop on presence II
Movement in Cluttered Virtual Environments
Presence: Teleoperators and Virtual Environments
The Transfer of Spatial Knowledge in Virtual Environment Training
Presence: Teleoperators and Virtual Environments
Judging Perceived and Traversed Distance in Virtual Environments
Presence: Teleoperators and Virtual Environments
Presence: Teleoperators and Virtual Environments
Presence: Teleoperators and Virtual Environments
Presence: Teleoperators and Virtual Environments
Virtual Reality-Induced Symptoms and Effects (VRISE)
Presence: Teleoperators and Virtual Environments
Virtual Locomotion: Walking in Place through Virtual Environments
Presence: Teleoperators and Virtual Environments
The Role of Global and Local Landmarks in Virtual Environment Navigation
Presence: Teleoperators and Virtual Environments
Changes in navigational behaviour produced by a wide field of view and a high fidelity visual scene
EGVE'04 Proceedings of the Tenth Eurographics conference on Virtual Environments
Proceedings of the 16th ACM Symposium on Virtual Reality Software and Technology
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
SG'10 Proceedings of the 10th international conference on Smart graphics
Walking improves your cognitive map in environments that are large-scale and large in extent
ACM Transactions on Computer-Human Interaction (TOCHI)
Evaluation of walking in place on a Wii balance board to explore a virtual environment
ACM Transactions on Applied Perception (TAP)
CyberWalk: Enabling unconstrained omnidirectional walking through virtual environments
ACM Transactions on Applied Perception (TAP)
Affective states influence spatial cue utilization during navigation
Presence: Teleoperators and Virtual Environments
Proceedings of the 18th ACM symposium on Virtual reality software and technology
Learning to walk in virtual reality
ACM Transactions on Applied Perception (TAP)
Scalable optical tracking for navigating large virtual environments using spatially encoded markers
Proceedings of the 19th ACM Symposium on Virtual Reality Software and Technology
Robust prediction of auditory step feedback for forward walking
Proceedings of the 19th ACM Symposium on Virtual Reality Software and Technology
Evaluating Mobile Applications in Virtual Environments: A Survey
International Journal of Mobile Human Computer Interaction
Evaluation of surround-view and self-rotation in the OctaVis VR-System
JVRC '13 Proceedings of the 5th Joint Virtual Reality Conference
Towards enabling more effective locomotion in VR using a wheelchair-based motion platform
JVRC '13 Proceedings of the 5th Joint Virtual Reality Conference
Hi-index | 0.00 |
Navigation is the most common interactive task performed in three-dimensional virtual environments (VEs), but it is also a task that users often find difficult. We investigated how body-based information about the translational and rotational components of movement helped participants to perform a navigational search task (finding targets hidden inside boxes in a room-sized space). When participants physically walked around the VE while viewing it on a head-mounted display (HMD), they then performed 90% of trials perfectly, comparable to participants who had performed an equivalent task in the real world during a previous study. By contrast, participants performed less than 50% of trials perfectly if they used a tethered HMD (move by physically turning but pressing a button to translate) or a desktop display (no body-based information). This is the most complex navigational task in which a real-world level of performance has been achieved in a VE. Behavioral data indicates that both translational and rotational body-based information are required to accurately update one's position during navigation, and participants who walked tended to avoid obstacles, even though collision detection was not implemented and feedback not provided. A walking interface would bring immediate benefits to a number of VE applications.