Effects of field of view on task performance with head-mounted displays
Conference Companion on Human Factors in Computing Systems
Moving objects in space: exploiting proprioception in virtual-environment interaction
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Non-isomorphic 3D rotational techniques
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
Amplifying spatial rotations in 3D interfaces
CHI '99 Extended Abstracts on Human Factors in Computing Systems
Perceptual Stability During Head Movement in Virtual Reality
VR '02 Proceedings of the IEEE Virtual Reality Conference 2002
Redirected Walking
Gnu/Maverik: A Microkernel for Large-Scale Virtual Environments
Presence: Teleoperators and Virtual Environments
Presence: Teleoperators and Virtual Environments
Factors Affecting the Perception of Interobject Distances in Virtual Environments
Presence: Teleoperators and Virtual Environments
Presence: Teleoperators and Virtual Environments
Exaggerated head motions for game viewpoint control
Future Play '08 Proceedings of the 2008 Conference on Future Play: Research, Play, Share
Augmentation techniques for efficient exploration in head-mounted display environments
Proceedings of the 17th ACM Symposium on Virtual Reality Software and Technology
The influence of head tracking and stereo on user performance with non-isomorphic 3D rotation
EGVE'08 Proceedings of the 14th Eurographics conference on Virtual Environments
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The head-mounted display (HMD) is a popular form of virtual display due to its ability to immerse users visually in virtual environments (VEs). Unfortunately, the user's virtual experience is compromised by the narrow field of view (FOV) it affords, which is less than half that of normal human vision. This paper explores a solution to some of the problems caused by the narrow FOV by amplifying the head movement made by the user when wearing an HMD, so that the view direction changes by a greater amount in the virtual world than it does in the real world. Tests conducted on the technique show a significant improvement in performance on a visual search task, and questionnaire data indicate that the altered visual parameters that the user receives may be preferable to those in the baseline condition in which amplification of movement was not implemented. The tests also show that the user cannot interact normally with the VE if corresponding body movements are not amplified to the same degree as head movements, which may limit the implementation's versatility, Although not suitable for every application, the technique shows promise, and alterations to aspects of the implementation could extend its use in the future.