Proceedings of the 1997 symposium on Interactive 3D graphics
A survey of usability evaluation in virtual environments: classification and comparison of methods
Presence: Teleoperators and Virtual Environments - Virtual environments: Virtual environments and mobile robots: Control, simulation, and robot pilot training
VR '02 Proceedings of the IEEE Virtual Reality Conference 2002
GLOD: A Geometric Level of Detail System at the OpenGL API Level
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
Proceedings of the ACM symposium on Virtual reality software and technology
Hand-held virtual reality: a feasibility study
Proceedings of the ACM symposium on Virtual reality software and technology
Measuring Presence in Virtual Environments: A Presence Questionnaire
Presence: Teleoperators and Virtual Environments
Measuring Presence: A Response to the Witmer and Singer Presence Questionnaire
Presence: Teleoperators and Virtual Environments
Behand: augmented virtuality gestural interaction for mobile phones
Proceedings of the 12th international conference on Human computer interaction with mobile devices and services
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Today, hand-held computing and media devices are commonly used in our everyday lives. This paper assesses the viability of hand-held devices as effective platforms for “virtual reality.” Intuitively, the narrow field of view of hand-held devices is a natural candidate factor against achieving an effective immersion. In this paper, we show two ways of manipulating the visual field of view (perceived or real), in hopes of overcoming this factor. Our study has revealed that when a motion-based interaction was used, the FOV perceived by the user (and presence) for the small hand-held device was significantly greater than the actual. The other method is to implement dynamic rendering in which the FOV is adjusted depending on the viewing position and distance. Although not formally tested, the second method is expected to bring about higher focused attention (and thus immersion) and association of the visual feedback with one’s proprioception. The paper demonstrates the distinct possibility of realizing reasonable virtual reality even with devices with a small visual FOV and limited processing power through multimodal compensation.