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
Walking walking-in-place flying, in virtual environments
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Game Design Perspectives
Hamlet on the Holodeck: The Future of Narrative in Cyberspace
Hamlet on the Holodeck: The Future of Narrative in Cyberspace
Physiological measures of presence in stressful virtual environments
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
VR '99 Proceedings of the IEEE Virtual Reality
Virtual Locomotion System for Large-Scale Virtual Environment
VR '02 Proceedings of the IEEE Virtual Reality Conference 2002
Effect of Latency on Presence in Stressful Virtual Environments
VR '03 Proceedings of the IEEE Virtual Reality 2003
The sensitivity of presence to collision response
VRAIS '97 Proceedings of the 1997 Virtual Reality Annual International Symposium (VRAIS '97)
Effects of field of view on performance with head-mounted displays
Effects of field of view on performance with head-mounted displays
Redirected walking
Combining passive haptics with redirected walking
Proceedings of the 2005 international conference on Augmented tele-existence
ACM SIGGRAPH 2006 Emerging technologies
Rules of Play: Game Design Fundamentals
Rules of Play: Game Design Fundamentals
Sharing and analyzing data from presence experiments
Presence: Teleoperators and Virtual Environments - Special issue: 8th annual international workshop on presence II
Presence: Teleoperators and Virtual Environments
Measuring Presence in Virtual Environments: A Presence Questionnaire
Presence: Teleoperators and Virtual Environments
Using Presence Questionnaires in Reality
Presence: Teleoperators and Virtual Environments
Analyses of human sensitivity to redirected walking
Proceedings of the 2008 ACM symposium on Virtual reality software and technology
Arch-Explore: A natural user interface for immersive architectural walkthroughs
3DUI '09 Proceedings of the 2009 IEEE Symposium on 3D User Interfaces
Does a Gradual Transition to the Virtual World increase Presence?
VR '09 Proceedings of the 2009 IEEE Virtual Reality Conference
Telepresence techniques for controlling avatar motion in first person games
INTETAIN'05 Proceedings of the First international conference on Intelligent Technologies for Interactive Entertainment
The art of game design: a book of lenses
The art of game design: a book of lenses
Exploring strategies and guidelines for developing full body video game interfaces
Proceedings of the Fifth International Conference on the Foundations of Digital Games
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For most first-person video games it is important that players have a high level of feeling presence in the displayed game environment. Virtual reality (VR) technologies have enormous potential to enhance gameplay since players can experience the game immersively from the perspective of the player's virtual character. However, the VR technology itself, such as tracking devices and cabling, has until recently restricted the ability of users to really walk over long distances. In this paper we introduce a VR-based user interface for presence-enhancing gameplay with which players can explore the game environment in the most natural way, i. e., by real walking. While the player walks through the virtual game environment, we guide him/her on a physical path which is different from the virtual path and fits into the VR laboratory space. In order to further increase the VR experience, we introduce the concept of transitional environments. Such a transitional environment is a virtual replica of the laboratory environment, where the VR experience starts and which enables a gradual transition to the game environment. We have quantified how much humans can unknowingly be redirected and whether or not a gradual transition to a first-person game via a transitional environment increases the user's sense of presence.