Designing the user interface (videotape)
Designing the user interface (videotape)
Exploration and virtual camera control in virtual three dimensional environments
I3D '90 Proceedings of the 1990 symposium on Interactive 3D graphics
Surround-screen projection-based virtual reality: the design and implementation of the CAVE
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Virtual reality on a WIM: interactive worlds in miniature
CHI '95 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Usability Engineering
Presence: Teleoperators and Virtual Environments
Visual homing is possible without landmarks: a path integration study in virtual reality
Presence: Teleoperators and Virtual Environments
The Benefits of Statistical Visualization in an Immersive Environment
VR '99 Proceedings of the IEEE Virtual Reality
A new taxonomy for locomotion in virtual environments
A new taxonomy for locomotion in virtual environments
Presence: Teleoperators and Virtual Environments
Measuring Presence in Virtual Environments: A Presence Questionnaire
Presence: Teleoperators and Virtual Environments
Path Reproduction Tests Using a Torus Treadmill
Presence: Teleoperators and Virtual Environments
Hi-index | 0.00 |
Most virtual worlds need a mechanism for the user to get from "here" to "there" in the virtual world. This type of interaction is called locomotion, and is perhaps the most common form of interaction in virtual environments (VEs). The term locomotion is used to indicate a user's control of movement through the VE. Our previous work created a classification system for virtual locomotion methods, based on five basic components of locomotion: rotation, translation, display device, interaction device, and task [Arns and Cruz-Neira 2002]. The classification provides guidelines for designers of new virtual reality (VR) applications, on what types of locomotion are best suited to the requirements of new applications. We proposed that display device and rotation method are critical components of locomotion, and that they are closely related. This paper describes a user experiment designed to validate the criticality of appropriate display device and rotation method when designing virtual environment applications, specifically for an architectural walkthrough. Both objective and subjective measures were studied, including completion time, collisions, presence, and spatial understanding of the virtual world. The experimental results indicate that choice of display device and rotation method can have a significant impact on users' ability to travel in a virtual environment and their performance on several of the above measures. These results can be used as guidelines for VR developers when designing and implementing locomotion methods for VEs.