A toolset for navigation in virtual environments
UIST '93 Proceedings of the 6th annual ACM symposium on User interface software and technology
The omni-directional treadmill: a locomotion device for virtual worlds
Proceedings of the 10th annual ACM symposium on User interface software and technology
A discussion of cybersickness in virtual environments
ACM SIGCHI Bulletin
Simulator Sickness and Presence in a High FOV Virtual Environment
VR '01 Proceedings of the Virtual Reality 2001 Conference (VR'01)
VR '02 Proceedings of the IEEE Virtual Reality Conference 2002
Presence in virtual environments as a function of visual and auditory cues
VRAIS '95 Proceedings of the Virtual Reality Annual International Symposium (VRAIS'95)
Motion compression for telepresent walking in large target environments
Presence: Teleoperators and Virtual Environments - Special section: Advances in interactive multimodal telepresent systems
Redirected walking
Updating orientation in large virtual environments using scaled translational gain
APGV '06 Proceedings of the 3rd symposium on Applied perception in graphics and visualization
Cognitive factors can influence self-motion perception (vection) in virtual reality
ACM Transactions on Applied Perception (TAP)
Presence: Teleoperators and Virtual Environments
Judging Perceived and Traversed Distance in Virtual Environments
Presence: Teleoperators and Virtual Environments
Presence: Teleoperators and Virtual Environments
Exploring large virtual environments with an HMD when physical space is limited
Proceedings of the 4th symposium on Applied perception in graphics and visualization
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
Making virtual walking real: Perceptual evaluation of a new treadmill control algorithm
ACM Transactions on Applied Perception (TAP)
Estimation of Detection Thresholds for Redirected Walking Techniques
IEEE Transactions on Visualization and Computer Graphics
Do we need to walk for effective virtual reality navigation? physical rotations alone may suffice
SC'10 Proceedings of the 7th international conference on Spatial cognition
Walking improves your cognitive map in environments that are large-scale and large in extent
ACM Transactions on Computer-Human Interaction (TOCHI)
Redirecting Walking and Driving for Natural Navigation in Immersive Virtual Environments
IEEE Transactions on Visualization and Computer Graphics
Are motorized wheelchairs an effective method of locomotion in virtual environments?
VR '12 Proceedings of the 2012 IEEE Virtual Reality
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In this paper we evaluate spatial presence and orientation in the OctaVis system, a novel virtual reality platform aimed at training and rehabilitation of visual-spatial cognitive abilities. It consists of eight touch-screen displays surrounding the user, thereby providing a 360° horizontal panorama view. A rotating office chair and a joystick in the armrest serve as input devices to easily navigate through the virtual environment. We conducted a two-step experiment to investigate spatial orientation capabilities with our device. First, we examined whether the extension of the horizontal field of view from 135° (three displays) to 360° (eight displays) has an effect on spatial presence and on the accuracy in a pointing task. Second, driving the full eight screens, we explored the effect of embodied self-rotation using the same measures. In particular we compare navigation by rotating the world while the user is sitting stable to a stable world and a self-rotating user.