Presence: Teleoperators and Virtual Environments
Disney's Aladdin: first steps toward storytelling in virtual reality
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Alice: Rapid Prototyping for Virtual Reality
IEEE Computer Graphics and Applications
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
Measuring Presence in Virtual Environments: A Presence Questionnaire
Presence: Teleoperators and Virtual Environments
Presence: Teleoperators and Virtual Environments
Exploring 3D navigation: combining speed-coupled flying with orbiting
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
EGVE '02 Proceedings of the workshop on Virtual environments 2002
Women go with the (optical) flow
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
With similar visual angles, larger displays improve spatial performance
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
A group game played in interactive virtual space: design and evaluation
DIS '02 Proceedings of the 4th conference on Designing interactive systems: processes, practices, methods, and techniques
Physically large displays improve path integration in 3D virtual navigation tasks
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
A grounded investigation of game immersion
CHI '04 Extended Abstracts on Human Factors in Computing Systems
Impact of large displays on virtual reality task performance
AFRIGRAPH '04 Proceedings of the 3rd international conference on Computer graphics, virtual reality, visualisation and interaction in Africa
Cognitive comparison of 3D interaction in front of large vs. small displays
Proceedings of the ACM symposium on Virtual reality software and technology
Physically large displays improve performance on spatial tasks
ACM Transactions on Computer-Human Interaction (TOCHI)
Distance estimations in static images: does viewing distance matter?
CHINZ '06 Proceedings of the 7th ACM SIGCHI New Zealand chapter's international conference on Computer-human interaction: design centered HCI
Modern approaches to augmented reality
SIGGRAPH '05 ACM SIGGRAPH 2005 Courses
The Extended Virtual Table: An Optical Extension for Table-Like Projection Systems
Presence: Teleoperators and Virtual Environments
A review of telecollaboration technologies with respect to closely coupled collaboration
International Journal of Computer Applications in Technology
Lightweight task/application performance using single versus multiple monitors: a comparative study
GI '08 Proceedings of graphics interface 2008
A review of overview+detail, zooming, and focus+context interfaces
ACM Computing Surveys (CSUR)
Exploring critical aspects in VR-based robot teleguide
RA '07 Proceedings of the 13th IASTED International Conference on Robotics and Applications
Display characteristics affect users' emotional arousal in 3D games
ERCIM'06 Proceedings of the 9th conference on User interfaces for all
Immersion and gameplay experience: a contingency framework
International Journal of Computer Games Technology
CHINZ '02 Proceedings of the SIGCHI-NZ Symposium on Computer-Human Interaction
Create'10 Proceedings of the 2010 international conference on The Interaction Design
International Journal of Human-Computer Studies
Display devices for virtual environments: impact on performance, workload, and simulator sickness
EGVE'08 Proceedings of the 14th Eurographics conference on Virtual Environments
A case study of user immersion-based systematic design for serious heritage games
Multimedia Tools and Applications
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Head-mounted displays for virtual environments facilitate an immersive experience that seems more real than an experience provided by a desk-top monitor [18]; however, the cost of head-mounted displays can prohibit their use. An empirical study was conducted investigating differences in spatial knowledge learned for a virtual environment presented in three viewing conditions: head-mounted display, large projection screen, and desk-top monitor. Participants in each condition were asked to reproduce their cognitive map of a virtual environment, which had been developed during individual exploration of the environment along a predetermined course. Error scores were calculated, indicating the degree to which each participant's map differed from the actual layout of the virtual environment. No statistically significant difference was found between the head-mounted display and large projection screen conditions. An implication of this result is that a large projection screen may be an effective, inexpensive substitute for a head-mounted display.