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
Proceedings of the 1997 symposium on Interactive 3D graphics
Walking walking-in-place flying, in virtual environments
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
A study in interactive 3-D rotation using 2-D control devices
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
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
Comparing VE Locomotion Interfaces
VR '05 Proceedings of the 2005 IEEE Conference 2005 on Virtual Reality
IEEE Transactions on Visualization and Computer Graphics
Movement around real and virtual cluttered environments
Presence: Teleoperators and Virtual Environments - Special issue: Immersive projection technology
Editorial: Walking in real and virtual environments
ACM Transactions on Applied Perception (TAP)
Obstacle avoidance during walking in real and virtual environments
ACM Transactions on Applied Perception (TAP)
Three levels of metric for evaluating wayfinding
Presence: Teleoperators and Virtual Environments - Special issue: 2004 workshop on VR design and evaluation
Testbed Evaluation of Virtual Environment Interaction Techniques
Presence: Teleoperators and Virtual Environments
Movement in Cluttered Virtual Environments
Presence: Teleoperators and Virtual Environments
The benefits of using a walking interface to navigate virtual environments
ACM Transactions on Computer-Human Interaction (TOCHI)
Evaluation of Reorientation Techniques and Distractors for Walking in Large Virtual Environments
IEEE Transactions on Visualization and Computer Graphics
LLCM-WIP: Low-Latency, Continuous-Motion Walking-in-Place
3DUI '08 Proceedings of the 2008 IEEE Symposium on 3D User Interfaces
Measuring the effect of gaming experience on virtual environment navigation tasks
3DUI '09 Proceedings of the 2009 IEEE Symposium on 3D User Interfaces
Making virtual walking real: Perceptual evaluation of a new treadmill control algorithm
ACM Transactions on Applied Perception (TAP)
Control design and experimental evaluation of the 2D cyber walk platform
IROS'09 Proceedings of the 2009 IEEE/RSJ international conference on Intelligent robots and systems
Evaluation of the Cognitive Effects of Travel Technique in Complex Real and Virtual Environments
IEEE Transactions on Visualization and Computer Graphics
Walking improves your cognitive map in environments that are large-scale and large in extent
ACM Transactions on Computer-Human Interaction (TOCHI)
Towards enabling more effective locomotion in VR using a wheelchair-based motion platform
JVRC '13 Proceedings of the 5th Joint Virtual Reality Conference
Hi-index | 0.00 |
This article provides longitudinal data for when participants learned to travel with a walking metaphor through virtual reality (VR) worlds, using interfaces that ranged from joystick-only, to linear and omnidirectional treadmills, and actual walking in VR. Three metrics were used: travel time, collisions (a measure of accuracy), and the speed profile. The time that participants required to reach asymptotic performance for traveling, and what that asymptote was, varied considerably between interfaces. In particular, when a world had tight turns (0.75 m corridors), participants who walked were more proficient than those who used a joystick to locomote and turned either physically or with a joystick, even after 10 minutes of training. The speed profile showed that this was caused by participants spending a notable percentage of the time stationary, irrespective of whether or not they frequently played computer games. The study shows how speed profiles can be used to help evaluate participants' proficiency with travel interfaces, highlights the need for training to be structured to addresses specific weaknesses in proficiency (e.g., start-stop movement), and for studies to measure and report that proficiency.