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
The omni-directional treadmill: a locomotion device for virtual worlds
Proceedings of the 10th annual ACM symposium on User interface software and technology
Where the action is: the foundations of embodied interaction
Where the action is: the foundations of embodied interaction
3D User Interfaces: Theory and Practice
3D User Interfaces: Theory and Practice
A taxonomy for and analysis of tangible interfaces
Personal and Ubiquitous Computing
Precise selection techniques for multi-touch screens
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Real-time locomotion control by sensing gloves: Research Articles
Computer Animation and Virtual Worlds
Path Reproduction Tests Using a Torus Treadmill
Presence: Teleoperators and Virtual Environments
Virtual Locomotion: Walking in Place through Virtual Environments
Presence: Teleoperators and Virtual Environments
Finger Walking in Place (FWIP): A Traveling Technique in Virtual Environments
SG '08 Proceedings of the 9th international symposium on Smart Graphics
The benefits of using a walking interface to navigate virtual environments
ACM Transactions on Computer-Human Interaction (TOCHI)
3D Virtual worlds and the metaverse: Current status and future possibilities
ACM Computing Surveys (CSUR)
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Virtual environments (VEs) can be used to study issues related to human navigation, such as spatial knowledge acquisition. In our prior work, we introduced a new locomotion technique (LT), named "Finger-Walking-in-Place (FWIP)", for navigation tasks in immersive virtual environments (IVEs). The FWIP was designed to map human's embodied ability for real navigation to finger-based LT. A two-hand based implementation on a multi-touch device (i.e., Lemur) was evaluated. In this paper, we introduce the one-handed FWIP refined from the original design, and its implementation on a Lemur and an iPhone/iPod Touch. We present a comparative study of FWIP versus the joystick's flying LT to investigate the effect of the mapping of the human's embodied ability to the finger-based LT on spatial knowledge acquisition. This study results show that FWIP allows the subjects to replicate the route more accurately, compared to the joystick LT. There is no significant difference in survey knowledge acquisition between two LTs. However, the results are useful, especially given that the FWIP requires small physical movements, compared to walking-like physical LTs, and has positive effect on route knowledge acquisition, compared to the joystick LT.