Presence: Teleoperators and Virtual Environments
Wayfinding strategies and behaviors in large virtual worlds
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Quantifying immersion in virtual reality
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Walking walking-in-place flying, in virtual environments
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Walkthrough—a dynamic graphics system for simulating virtual buildings
I3D '86 Proceedings of the 1986 workshop on Interactive 3D graphics
EGVE '02 Proceedings of the workshop on Virtual environments 2002
What's Real About Virtual Reality?
IEEE Computer Graphics and Applications
Motion Tracking: No Silver Bullet, but a Respectable Arsenal
IEEE Computer Graphics and Applications
The use of sketch maps to measure cognitive maps of virtual environments
VRAIS '95 Proceedings of the Virtual Reality Annual International Symposium (VRAIS'95)
VIRTUAL PERAMBULATOR: A Novel Interface Device for Locomotion in Virtual Environment
VRAIS '96 Proceedings of the 1996 Virtual Reality Annual International Symposium (VRAIS 96)
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)
Passive haptics significantly enhances virtual environments
Passive haptics significantly enhances virtual environments
Fidelity metrics for virtual environment simulations based on spatial memory awareness states
Presence: Teleoperators and Virtual Environments
Effects of Travel Technique on Cognition in Virtual Environments
VR '04 Proceedings of the IEEE Virtual Reality 2004
Using Multivariate Statistics (5th Edition)
Using Multivariate Statistics (5th Edition)
High-Performance Wide-Area Optical Tracking: The HiBall Tracking System
Presence: Teleoperators and Virtual Environments
An Introduction to 3-D User Interface Design
Presence: Teleoperators and Virtual Environments
Spatial Orientation and Wayfinding in Large-Scale Virtual Spaces: An Introduction
Presence: Teleoperators and Virtual Environments
Presence: Teleoperators and Virtual Environments
Presence: Teleoperators and Virtual Environments
Path Reproduction Tests Using a Torus Treadmill
Presence: Teleoperators and Virtual Environments
Virtual Locomotion: Walking in Place through Virtual Environments
Presence: Teleoperators and Virtual Environments
Using Presence Questionnaires in Reality
Presence: Teleoperators and Virtual Environments
Social responses to virtual humans: implications for future interface design
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Immersive virtual video game play and presence: Influences on aggressive feelings and behavior
Presence: Teleoperators and Virtual Environments
The benefits of using a walking interface to navigate virtual environments
ACM Transactions on Computer-Human Interaction (TOCHI)
Camera-based OBDP locomotion system
Proceedings of the 16th ACM Symposium on Virtual Reality Software and Technology
Exploring the usability of immersive interactive storytelling
Proceedings of the 17th ACM Symposium on Virtual Reality Software and Technology
Walking improves your cognitive map in environments that are large-scale and large in extent
ACM Transactions on Computer-Human Interaction (TOCHI)
EGVE - JVRC'11 Proceedings of the 17th Eurographics conference on Virtual Environments & Third Joint Virtual Reality
Proceedings of the 18th ACM symposium on Virtual reality software and technology
Learning to walk in virtual reality
ACM Transactions on Applied Perception (TAP)
Visual attention to wayfinding aids in virtual environments
JVRC '13 Proceedings of the 5th Joint Virtual Reality Conference
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We describe a between-subjects experiment that compared four different methods of travel and their effect on cognition and paths taken in an immersive virtual environment (IVE). Participants answered a set of questions based on Crook's condensation of Bloom's taxonomy that assessed their cognition of the IVE with respect to knowledge, understanding and application, and higher mental processes. Participants also drew a sketch map of the IVE and the objects within it. The users' sense of presence was measured using the Steed-Usoh-Slater Presence Questionnaire. The participants' position and head orientation were automatically logged during their exposure to the virtual environment. These logs were later used to create visualizations of the paths taken. Path analysis, such as exploring the overlaid path visualizations and dwell data information, revealed further differences among the travel techniques. Our results suggest that, for applications where problem solving and evaluation of information is important or where opportunity to train is minimal, then having a large tracked space so that the participant can walk around the virtual environment provides benefits over common virtual travel techniques.