Navigating large virtual spaces
International Journal of Human-Computer Interaction - Special issue on human-virtual environment interaction
Future Generation Computer Systems - Special double issue on virtual reality in industry and research
Effects of field of view on performance with head-mounted displays
Effects of field of view on performance with head-mounted displays
Calibrating Visual Path Integration in VEs
Presence: Teleoperators and Virtual Environments
Movement in Cluttered Virtual Environments
Presence: Teleoperators and Virtual Environments
Presence: Teleoperators and Virtual Environments
Presence: Teleoperators and Virtual Environments
Virtual laboratories: comparability of real and virtual environments for environmental psychology
Presence: Teleoperators and Virtual Environments - Fourth international workshop on presence
Physically large displays improve path integration in 3D virtual navigation tasks
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
APGV '04 Proceedings of the 1st Symposium on Applied perception in graphics and visualization
VRCAI '04 Proceedings of the 2004 ACM SIGGRAPH international conference on Virtual Reality continuum and its applications in industry
ACM Transactions on Applied Perception (TAP)
Visual cues can be sufficient for triggering automatic, reflexlike spatial updating
ACM Transactions on Applied Perception (TAP)
Presence: Teleoperators and Virtual Environments
Estimation of travel distance from visual motion in 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
Presence: Teleoperators and Virtual Environments
HCI Beyond the GUI: Design for Haptic, Speech, Olfactory, and Other Nontraditional Interfaces
HCI Beyond the GUI: Design for Haptic, Speech, Olfactory, and Other Nontraditional Interfaces
A high-end virtual reality setup for the study of mental rotations
Presence: Teleoperators and Virtual Environments
Computers in Human Behavior
The benefits of using a walking interface to navigate virtual environments
ACM Transactions on Computer-Human Interaction (TOCHI)
Sensorimotor interference when reasoning about described environments
SC'06 Proceedings of the 2006 international conference on Spatial Cognition V: reasoning, action, interaction
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
Video game experience predicts virtual, but not real navigation performance
Computers in Human Behavior
Walking improves your cognitive map in environments that are large-scale and large in extent
ACM Transactions on Computer-Human Interaction (TOCHI)
CyberWalk: Enabling unconstrained omnidirectional walking through virtual environments
ACM Transactions on Applied Perception (TAP)
Development and usability evaluation of virtual environment for early diagnosis of dementia
IVIC'11 Proceedings of the Second international conference on Visual informatics: sustaining research and innovations - Volume Part II
A wayfinding simulation based on architectural features in the virtual built environment
Proceedings of the 2011 Summer Computer Simulation Conference
SC'12 Proceedings of the 2012 international conference on Spatial Cognition VIII
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The literature often suggests that proprioceptive and especially vestibular cues are required for navigation and spatial orientation tasks involving rotations of the observer. To test this notion, we conducted a set of experiments in virtual environments in which only visual cues were provided. Participants had to execute turns, reproduce distances, or perform triangle completion tasks. Most experiments were performed in a simulated 3D field of blobs, thus restricting navigation strategies to path integration based on optic flow. For our experimental set-up (half-cylindrical 180 deg. projection screen), optic flow information alone proved to be sufficient for untrained participants to perform turns and reproduce distances with negligible systematic errors, irrespective of movement velocity. Path integration by optic flow was sufficient for homing by triangle completion, but homing distances were biased towards the mean response. Additional landmarks that were only temporarily available did not improve homing performance. However, navigation by stable, reliable landmarks led to almost perfect homing performance. Mental spatial ability test scores correlated positively with homing performance, especially for the more complex triangle completion tasks-suggesting that mental spatial abilities might be a determining factor for navigation performance. In summary, visual path integration without any vestibular or kinesthetic cues can be sufficient for elementary navigation tasks like rotations, translations, and triangle completion.