Reaching for objects in VR displays: lag and frame rate
ACM Transactions on Computer-Human Interaction (TOCHI)
Computer graphics (2nd ed. in C): principles and practice
Computer graphics (2nd ed. in C): principles and practice
The go-go interaction technique: non-linear mapping for direct manipulation in VR
Proceedings of the 9th annual ACM symposium on User interface software and technology
Osmose: towards broadening the aesthetics of virtual reality
ACM SIGGRAPH Computer Graphics - Special issue: focus: “real” virtual reality
HMDs, caves & chameleon: a human-centric analysis of interaction in virtual space
ACM SIGGRAPH Computer Graphics
Information visualization: perception for design
Information visualization: perception for design
CavePainting: a fully immersive 3D artistic medium and interactive experience
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
An experimental study on the role of touch in shared virtual environments
ACM Transactions on Computer-Human Interaction (TOCHI) - Special issue on human-computer interaction and collaborative virtual environments
Single display privacyware: augmenting public displays with private information
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Evaluating space perception in NPR immersive environments
NPAR '02 Proceedings of the 2nd international symposium on Non-photorealistic animation and rendering
Collaboration in tele-immersive environments
EGVE '02 Proceedings of the workshop on Virtual environments 2002
EGVE '02 Proceedings of the workshop on Virtual environments 2002
Visual cues for perceiving distances from objects to surfaces
Presence: Teleoperators and Virtual Environments
Integrating Flying and Fish Tank Metaphors with Cyclopean Scale
CGI '97 Proceedings of the 1997 Conference on Computer Graphics International
Perceived Egocentric Distances in Real, Image-Based, and Traditional Virtual Environments
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
VR '03 Proceedings of the IEEE Virtual Reality 2003
APGV '04 Proceedings of the 1st Symposium on Applied perception in graphics and visualization
The Hand is Slower than the Eye: A Quantitative Exploration of Visual Dominance over Proprioception
VR '05 Proceedings of the 2005 IEEE Conference 2005 on Virtual Reality
GI '05 Proceedings of Graphics Interface 2005
The importance of accurate VR head registration on skilled motor performance
GI '06 Proceedings of Graphics Interface 2006
The importance of stereo and eye-coupled perspective for eye-hand coordination in fish tank VR
Presence: Teleoperators and Virtual Environments
Presence: Teleoperators and Virtual Environments
Small-Group Behavior in a Virtual and Real Environment: A Comparative Study
Presence: Teleoperators and Virtual Environments
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Immersive virtual reality systems such as CAVEs and head-mounted displays offer a unique shared environment for collaborations unavailable in the real world. Virtual environments not only provide users with novel interaction and navigation approaches but each person is also generally provided a unique perspective into the virtual world. Provided each participant sees the virtual environment from a unique display, we argue that a group consensus about the world's aesthetics is often unimportant, unlike in the real world. Each user is able to see a unique custom rendering of the virtual world and we predict no negative impact on other participants. Designing for individual aesthetic preferences also provides numerous potential benefits to system usability including better user satisfaction, an increased sense of presence, and improved task performance. These advantages are discussed in detail. We conclude with a brief discussion about potential experiments intended to clarify both the differences between shared and individual virtual environment aesthetics and the impact aesthetic appeal has on virtual reality usability.