Wayfinding strategies and behaviors in large virtual worlds
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Virtual spaces and real world places: transfer of route knowledge
International Journal of Human-Computer Studies
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Movement in Cluttered Virtual Environments
Presence: Teleoperators and Virtual Environments
The Transfer of Spatial Knowledge in Virtual Environment Training
Presence: Teleoperators and Virtual Environments
Judging Perceived and Traversed Distance in Virtual Environments
Presence: Teleoperators and Virtual Environments
The Role of Global and Local Landmarks in Virtual Environment Navigation
Presence: Teleoperators and Virtual Environments
Movement around real and virtual cluttered environments
Presence: Teleoperators and Virtual Environments - Special issue: Immersive projection technology
Three levels of metric for evaluating wayfinding
Presence: Teleoperators and Virtual Environments - Special issue: 2004 workshop on VR design and evaluation
Towards an effective low-cost virtual reality display system for education
Journal of Computing Sciences in Colleges
The benefits of using a walking interface to navigate virtual environments
ACM Transactions on Computer-Human Interaction (TOCHI)
Designing a hybrid user interface: a case study on an oil and gas application
Proceedings of the 8th International Conference on Virtual Reality Continuum and its Applications in Industry
Walking improves your cognitive map in environments that are large-scale and large in extent
ACM Transactions on Computer-Human Interaction (TOCHI)
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The difficulties people frequently have navigating in virtual environments (VEs) are well known. Usually these difficulties are quantified in terms of performance (e.g., time taken or number of errors made in following a path), with these data used to compare navigation in VEs to equivalent real-world settings. However, an important cause of any performance differences is changes in people's navigational behaviour. This paper reports a study that investigated the effect of visual scene fidelity and field of view (FOV) on participants' behaviour in a navigational search task, to help identify the thresholds of fidelity that are required for efficient VE navigation. With a wide FOV (144 degrees), participants spent significantly larger proportion of their time travelling through the VE, whereas participants who used a normal FOV (48 degrees) spent significantly longer standing in one place planning where to travel. Also, participants who used a wide FOV and a high fidelity scene came significantly closer to conducting the search "perfectly" (visiting each place once). In an earlier real-world study, participants completed 93% of their searches perfectly and planned where to travel while they moved. Thus, navigating a high fidelity VE with a wide FOV increased the similarity between VE and real-world navigational behaviour, which has important implications for both VE design and understanding human navigation. Detailed analysis of the errors that participants made during their non-perfect searches highlighted a dramatic difference between the two FOVs. With a narrow FOV participants often travelled right past a target without it appearing on the display, whereas with the wide FOV targets that were displayed towards the sides of participants overall FOV were often not searched, indicating a problem with the demands made by such a wide FOV display on human visual attention.