Virtual spaces and real world places: transfer of route knowledge
International Journal of Human-Computer Studies
The adaptive effects of virtual interfaces: vestibulo-ocular reflex and simulator sickness
The adaptive effects of virtual interfaces: vestibulo-ocular reflex and simulator sickness
Effects of Travel Technique on Cognition in Virtual Environments
VR '04 Proceedings of the IEEE Virtual Reality 2004
APGV '04 Proceedings of the 1st Symposium on Applied perception in graphics and visualization
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Presence: Teleoperators and Virtual Environments
Locus of User-Initiated Control in Virtual Environments: Influences on Cybersickness
Presence: Teleoperators and Virtual Environments
Virtual Locomotion: Walking in Place through 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 Network of Reference Frames Theory: A Synthesis of Graphs and Cognitive Maps
Proceedings of the international conference on Spatial Cognition VI: Learning, Reasoning, and Talking about Space
A simple method for estimating the latency of interactive, real-time graphics simulations
Proceedings of the 2008 ACM symposium on Virtual reality software and technology
The benefits of using a walking interface to navigate virtual environments
ACM Transactions on Computer-Human Interaction (TOCHI)
Estimation of Detection Thresholds for Redirected Walking Techniques
IEEE Transactions on Visualization and Computer Graphics
A conceptual model of the cognitive processing of environmental distance information
COSIT'09 Proceedings of the 9th international conference on Spatial information theory
Evaluation of the Cognitive Effects of Travel Technique in Complex Real and Virtual Environments
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)
Redirected walking to explore virtual environments: Assessing the potential for spatial interference
ACM Transactions on Applied Perception (TAP)
CyberWalk: Enabling unconstrained omnidirectional walking through virtual environments
ACM Transactions on Applied Perception (TAP)
VR '10 Proceedings of the 2010 IEEE Virtual Reality Conference
VR '11 Proceedings of the 2011 IEEE Virtual Reality Conference
Redirecting Walking and Driving for Natural Navigation in Immersive Virtual Environments
IEEE Transactions on Visualization and Computer Graphics
Can physical motions prevent disorientation in naturalistic VR?
VR '12 Proceedings of the 2012 IEEE Virtual Reality
Self-motion illusions (vection) in VR -- Are they good for anything?
VR '12 Proceedings of the 2012 IEEE Virtual Reality
A taxonomy for deploying redirection techniques in immersive virtual environments
VR '12 Proceedings of the 2012 IEEE Virtual Reality
Learning to walk in virtual reality
ACM Transactions on Applied Perception (TAP)
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This paper addresses two questions relevant to the design of effective locomotion methods for VR using a novel wheelchair motion simulation interface. First, we investigate the extent to which people's ability to keep track of where they are in an immersive virtual environment can be facilitated by actual physical movement (rotation and translation) in the context of vehicular travel. Second, we quantitatively analyze various characteristics of the travel paths produced by different types of locomotion control systems to gain insight into the aspects of control that can evoke or impede natural patterns of movement through a virtual environment. In a within-subjects experiment, we asked 35 volunteers to virtually search through 16 identical-looking boxes randomly placed within a realistically rendered, circularly symmetric virtual room to find 8 hidden targets. Participants performed this task under four different conditions of integrated visual and physical movement, controlled via a joystick interface attached to a motorized wheelchair. In all four cases participants 'drove' their virtual viewpoint using the joystick, but the nature of the accompanying physical movement varied between the conditions. The four conditions were: no physical movement; full physical rotation only; full physical translation and rotation; and "partial" physical translation and rotation, wherein the extent of the actual physical movement was proportionally reduced relative to the visually-indicated movement. Analysis of the search results did not find a statistically significant main effect of the physical movement condition on total distance traveled or total number of revisits to previously searched locations. However we did see a trend towards greater search accuracy in the full physical motion condition, with a greater proportion of perfect trials, a smaller proportion of failed searches, fewer boxes revisited on average, and more novel boxes searched before the first revisit in that condition than in the others. Analyzing the paths traveled, we found that the velocity and curvature profiles of the virtual motion paths enabled by our novel joystick-controlled wheelchair motion simulation interface were more qualitatively similar to those produced by natural walking than were travel paths we had previously observed when more basic joystick locomotion control methods were used. This suggests potential benefits in adopting a vehicle-simulation movement control method for joystick locomotion control in VR.