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
Navigating large virtual spaces
International Journal of Human-Computer Interaction - Special issue on human-virtual environment interaction
Quantifying immersion in virtual reality
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Walking walking-in-place flying, in virtual environments
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Presence: Teleoperators and Virtual Environments
Spatial Orientation in Virtual Environments: Background Considerations and Experiments
Spatial Cognition, An Interdisciplinary Approach to Representing and Processing Spatial Knowledge
Cybersphere: the fully immersive spherical projection system
Communications of the ACM - Why CS students need math
Motion compression for telepresent walking in large target environments
Presence: Teleoperators and Virtual Environments - Special section: Advances in interactive multimodal telepresent systems
Updating orientation in large virtual environments using scaled translational gain
APGV '06 Proceedings of the 3rd symposium on Applied perception in graphics and visualization
Presence: Teleoperators and Virtual Environments
The Transfer of Spatial Knowledge in Virtual Environment Training
Presence: Teleoperators and Virtual Environments
Presence: Teleoperators and Virtual Environments
Presence: Teleoperators and Virtual Environments
Presence: Teleoperators and Virtual Environments
Virtual Locomotion: Walking in Place through Virtual Environments
Presence: Teleoperators and Virtual Environments
Maintaining Spatial Orientation during Travel in an Immersive Virtual Environment
Presence: Teleoperators and Virtual Environments
Functional similarities in spatial representations between real and virtual environments
ACM Transactions on Applied Perception (TAP)
Proceedings of the 2008 ACM symposium on Virtual reality software and technology
The benefits of using a walking interface to navigate virtual environments
ACM Transactions on Computer-Human Interaction (TOCHI)
LLCM-WIP: Low-Latency, Continuous-Motion Walking-in-Place
3DUI '08 Proceedings of the 2008 IEEE Symposium on 3D User Interfaces
Estimation of Detection Thresholds for Redirected Walking Techniques
IEEE Transactions on Visualization and Computer Graphics
Proceedings of the 7th Symposium on Applied Perception in Graphics and Visualization
Journal of Cognitive Neuroscience
Human EEG correlates of spatial navigation within egocentric and allocentric reference frames
SC'10 Proceedings of the 7th international conference on Spatial cognition
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
GUD WIP: Gait-Understanding-Driven Walking-In-Place
VR '10 Proceedings of the 2010 IEEE Virtual Reality Conference
Exploring a virtual environment by walking in place using the Microsoft Kinect
Proceedings of the ACM Symposium on Applied Perception
Shift 'n' touch: combining Wii Balance Board and Cubtile
Proceedings of the 7th Nordic Conference on Human-Computer Interaction: Making Sense Through Design
Torso versus gaze direction to navigate a VE by walking in place
Proceedings of the ACM Symposium on Applied Perception
Leaning as a method of translation in large virtual environments
Proceedings of the ACM Symposium on Applied Perception
Walking in place using the Microsoft Kinect to explore a large VE
Proceedings of the ACM Symposium on Applied Perception
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In this work, we present a method of “Walking In Place” (WIP) on the Nintendo Wii Fit Balance Board to explore a virtual environment. We directly compare our method to joystick locomotion and normal walking. The joystick proves inferior to physically walking and to WIP on the Wii Balance Board (WIP--Wii). Interestingly, we find that physically exploring an environment on foot is equivalent in terms of spatial orientation to exploring an environment using our WIP--Wii method. This implies that the WIP--Wii is a good inexpensive alternative to exploring a virtual environment and it may be well--suited for exploring large virtual environments.