SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Proceedings of the 1997 symposium on Interactive 3D graphics
Efficient navigation around complex virtual environments
VRST '97 Proceedings of the ACM symposium on Virtual reality software and technology
Walking walking-in-place flying, in virtual environments
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Skitters and jacks: interactive 3D positioning tools
I3D '86 Proceedings of the 1986 workshop on Interactive 3D graphics
A framework for assisted exploration with collaboration
VIS '99 Proceedings of the conference on Visualization '99: celebrating ten years
Hands-free multi-scale navigation in virtual environments
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
Designing Web Usability: The Practice of Simplicity
Designing Web Usability: The Practice of Simplicity
Autonomous Virtual Actors Based on Virtual Sensors
Creating Personalities for Synthetic Actors, Towards Autonomous Personality Agents
A Dead-Reckoning Algorithm for Virtual Human Figures
VRAIS '97 Proceedings of the 1997 Virtual Reality Annual International Symposium (VRAIS '97)
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)
Artificial animals for computer animation: biomechanics, locomotion, perception, and behavior
Artificial animals for computer animation: biomechanics, locomotion, perception, and behavior
A Multiresolution Terrain Model for Efficient Visualization Query Processing
IEEE Transactions on Knowledge and Data Engineering
Embodied interaction with a 3D versus 2D mobile map
Personal and Ubiquitous Computing
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We consider the possibility of automatically modifying the user's viewpoint orientation for the purpose of enhancing the navigation experience. We concentrate on outdoor virtual environments where the terrain is uneven as well as certain cases of indoor at environment floors, respectively on environments where focus-drawing objects and different types of obstacles exist. Most natural environments present these properties and virtual environments that are based on natural environments are in abundance. The navigational adjustments are introduced as response to environment stimuli such as slope changes, the emergence of visibility rays to focus objects or as navigational difficulty events occur after encounters with nonoversteppable obstacles. A scheme is presented that facilitates the viewpoint orientation feature. Conceptually, the viewpoint orientation is a method of partially and temporarily decoupling the head movements from the navigation direction. Virtual environments in general and their encoding in VRML, X3D, Java3D as well as other scenegraphs are analyzed to reveal bottlenecks in current scenegraphs that make the implementation of such automatic adjustments from difficult to impossible, needing custom navigational code where possible. Different scenarios are presented, where these adjustments can prove useful by speeding up the navigation and providing a higher quality, richer experience. Additional to relevant literature, further experiments are necessary to analyze the effect of automatic view adjustments on the user's immersiveness experience and direction sense (path finding), experiments which could be carried out using custom navigational interfaces incorporating head movement extensions separated from the navigational data, extensions proposed in this paper.