Physically-based interactive camera motion control using 3D input devices
Scientific visualization of physical phenomena
Navigation guided by artificial force fields
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Distance-field based skeletons for virtual navigation
Proceedings of the conference on Visualization '01
Travel in Immersive Virtual Environments: An Evaluation of Viewpoint Motion Control Techniques
VRAIS '97 Proceedings of the 1997 Virtual Reality Annual International Symposium (VRAIS '97)
Smart and Physically-Based Navigation in 3D Geovirtual Environments
IV '05 Proceedings of the Ninth International Conference on Information Visualisation
Computer Animation and Virtual Worlds - CASA 2006
Pro OGRE 3D Programming (Pro)
Measuring Presence in Virtual Environments: A Presence Questionnaire
Presence: Teleoperators and Virtual Environments
A Conceptual Model of the Sense of Presence in Virtual Environments
Presence: Teleoperators and Virtual Environments
International Journal of Human-Computer Studies
Evaluating motion constraints for 3D wayfinding in immersive and desktop virtual environments
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Introduction of Physics Simulation in Augmented Reality
ISUVR '08 Proceedings of the 2008 International Symposium on Ubiquitous Virtual Reality
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Desktop Virtual Environments (VEs) are an attractive choice for low-cost virtual reality systems. However, the level of virtual presence -- the subjective sensation of perceiving oneself immersed within an environment -- that desktop VEs offer is lower than immersive ones. There exist approaches that try to reduce the gap between the level of presence in these two types of VEs. For instance, to improve the interaction aspect by providing an environment that supports physically based behavior or to display high quality graphics that increases the overall scene realism. Most of these approaches have been employed in the design of desktop VEs, but often lacked a formal evaluation of their real impact on the level of presence afforded. This paper presents our work and research findings on developing a model to control camera travel based on rigid body dynamics. A physics engine simulates the dynamics involved in altering the camera's physical parameters -- such as forces, torques, tensor of inertia -- which, in turn, controls viewpoint orientation and locomotion. Our aim was twofold: to propose a camera whose movement behaviors were easy to program, and; to engage users of a desktop VE in a richer interaction experience capable of raising their level of presence. We designed an experimental study with a group of volunteers and measured their performance in controlling the camera as well as their reported virtual presence using the Witmer and Singer's Presence Questionnaire.