Taking steps: the influence of a walking technique on presence in virtual reality
ACM Transactions on Computer-Human Interaction (TOCHI) - Special issue on virtual reality software and technology
Navigating large virtual spaces
International Journal of Human-Computer Interaction - Special issue on human-virtual environment interaction
Walking walking-in-place flying, in virtual environments
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Presence: Teleoperators and Virtual Environments
Motion compression for telepresent walking in large target environments
Presence: Teleoperators and Virtual Environments - Special section: Advances in interactive multimodal telepresent systems
APGV '04 Proceedings of the 1st Symposium on Applied perception in graphics and visualization
Recalibration of rotational locomotion in immersive virtual environments
APGV '04 Proceedings of the 1st Symposium on Applied perception in graphics and visualization
Performance animation from low-dimensional control signals
ACM SIGGRAPH 2005 Papers
Presence: Teleoperators and Virtual Environments
Calibration of locomotion resulting from visual motion in a treadmill-based virtual environment
ACM Transactions on Applied Perception (TAP)
The Transfer of Spatial Knowledge in Virtual Environment Training
Presence: Teleoperators and Virtual Environments
Presence: Teleoperators and Virtual Environments
Presence: Teleoperators and Virtual Environments
Virtual Locomotion: Walking in Place through Virtual Environments
Presence: Teleoperators and Virtual Environments
Maintaining Spatial Orientation during Travel in an Immersive Virtual Environment
Presence: Teleoperators and Virtual Environments
Functional similarities in spatial representations between real and virtual environments
ACM Transactions on Applied Perception (TAP)
Exploring large virtual environments with an HMD on foot
APGV '06 Proceedings of the 3rd symposium on Applied perception in graphics and visualization
Exploring large virtual environments with an HMD on foot
ACM SIGGRAPH 2006 Research posters
Exploring large virtual environments with an HMD when physical space is limited
Proceedings of the 4th symposium on Applied perception in graphics and visualization
Proceedings of the 4th symposium on Applied perception in graphics and visualization
Recalibration of rotational locomotion in immersive virtual environments
ACM Transactions on Applied Perception (TAP)
Analyses of human sensitivity to redirected walking
Proceedings of the 2008 ACM symposium on Virtual reality software and technology
Head-mounted display versus desktop for 3D navigation in virtual reality: a user study
Multimedia Tools and Applications
Proceedings of the 7th Symposium on Applied Perception in Graphics and Visualization
Evaluation of walking in place on a Wii balance board to explore a virtual environment
ACM Transactions on Applied Perception (TAP)
Future entertainment technologies
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Full body acting rehearsal in a networked virtual environment-a case study
Presence: Teleoperators and Virtual Environments
Reorientation during body turns
JVRC'09 Proceedings of the 15th Joint virtual reality Eurographics conference on Virtual Environments
Torso versus gaze direction to navigate a VE by walking in place
Proceedings of the ACM Symposium on Applied Perception
Human sensitivity to dynamic rotation gains in head-mounted displays
Proceedings of the ACM Symposium on Applied Perception
Does neck viewing angle affect spatial orientation in an HMD-based VE?
Proceedings of the ACM Symposium on Applied Perception
Leaning as a method of translation in large virtual environments
Proceedings of the ACM Symposium on Applied Perception
Evaluation of surround-view and self-rotation in the OctaVis VR-System
JVRC '13 Proceedings of the 5th Joint Virtual Reality Conference
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Navigating through large virtual environments using a head-mounted display (HMD) is difficult due to the spatial limitations of the tracking system. We conducted two experiments to examine methods of exploring large virtual spaces with an HMD under translation conditions different than normal walking. Experiment 1 compares locomotion in the virtual environment using two different motor actions to translate the subject. The study contrasts user learning and orientation of two different translational gains of bipedal locomotion (not scaled and scaled by ten) with joystick locomotion, where rotation in both locomotion interfaces is accomplished by physically turning. Experiment 2 looks further at the effects of increasing the translational gain of bipedal locomotion in a virtual environment. A subject's spatial learning and orientation were evaluated in three gain conditions where each physical step was: not scaled, scaled by two, or scaled by ten (1:1, 2:1, 10:1, respectively). A sub-study of this experiment compared the performance of people who played video games against people who did not.