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
Moving objects in space: exploiting proprioception in virtual-environment interaction
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
EGVE '02 Proceedings of the workshop on Virtual environments 2002
Travel in Immersive Virtual Environments: An Evaluation of Viewpoint Motion Control Techniques
VRAIS '97 Proceedings of the 1997 Virtual Reality Annual International Symposium (VRAIS '97)
3D User Interfaces: Theory and Practice
3D User Interfaces: Theory and Practice
CirculaFloor: A Locomotion Interface Using Circulation of Movable Tiles
VR '05 Proceedings of the 2005 IEEE Conference 2005 on Virtual Reality
IEEE Transactions on Visualization and Computer Graphics
SpaceActor - Interface Prototypes for Virtual Environments
3DUI '06 Proceedings of the 3D User Interfaces
Virtual Locomotion: Walking in Place through Virtual Environments
Presence: Teleoperators and Virtual Environments
International Journal of Human-Computer Studies
Joyman: A human-scale joystick for navigating in virtual worlds
3DUI '11 Proceedings of the 2011 IEEE Symposium on 3D User Interfaces
Comparing steering-based travel techniques for search tasks in a CAVE
VR '11 Proceedings of the 2011 IEEE Virtual Reality Conference
IEEE Transactions on Visualization and Computer Graphics
Hi-index | 0.00 |
In this paper we revisit the design of leaning-based travel interfaces and propose a design space to categorize existing implementations. Within the design space, frontal and sidewise stances when using a flying surfboard interface were compared through a user study. The interfaces were adapted and improved from our previous designs using a body-mounted, multi-touch touchpad. Two different experiments were designed and conducted that focus on user performance and virtual world cognition, respectively. The results suggest better user performance and user experience when using the frontal stance, although no better spatial orientation or virtual world cognition was identified. Further, user interviews revealed that despite the realistic simulation of skateboarding/snowboarding, the sidewise stance suffers from poor usability due to inefficient and inaccurate turning control and confusion between the viewing and movement directions. Based on these results, several guidelines are proposed to aid the design of leaning-based travel interfaces for immersive virtual reality applications.