ACM SIGGRAPH Computer Graphics
Exploring collaborative navigation:: the effect of perspectives on group performance
Proceedings of the 4th international conference on Collaborative virtual environments
Presence: Teleoperators and Virtual Environments - Virtual environments: Virtual environments and mobile robots: Control, simulation, and robot pilot training
Do Avatars Dream of Digital Sheep? Virtual People and the Sense of Presence
VR '02 Proceedings of the IEEE Virtual Reality Conference 2002
Presence: Teleoperators and Virtual Environments
Presence: Teleoperators and Virtual Environments - Special section: Advances in interactive multimodal telepresent systems
The effects of head-mounted display mechanics on distance judgments in virtual environments
APGV '04 Proceedings of the 1st Symposium on Applied perception in graphics and visualization
Distance Perception and the Visual Horizon in Head-Mounted Displays
ACM Transactions on Applied Perception (TAP)
The importance of stereo and eye-coupled perspective for eye-hand coordination in fish tank VR
Presence: Teleoperators and Virtual Environments
Presence: Teleoperators and Virtual Environments
Presence: Teleoperators and Virtual Environments
Improved third-person perspective: a solution reducing occlusion of the 3PP?
VRCAI '08 Proceedings of The 7th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and Its Applications in Industry
Development of a Multi-modal Multi-user Telepresence and Teleaction System
International Journal of Robotics Research
Ensuring semantic spatial constraints in virtual environments using UML/OCL
Proceedings of the 17th ACM Symposium on Virtual Reality Software and Technology
Effects of view, input device, and track width on video game driving
Proceedings of Graphics Interface 2011
IVA'12 Proceedings of the 12th international conference on Intelligent Virtual Agents
Online real-time presentation of virtual experiences forexternal viewers
Proceedings of the 18th ACM symposium on Virtual reality software and technology
Proceedings of the 19th ACM Symposium on Virtual Reality Software and Technology
Visual and Auditory Cue Effects on Risk Assessment in a Highway Training Simulation
Simulation and Gaming
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Instead of the reality in which you can see your own limbs, in virtual reality simulations it is sometimes disturbing not to be able to see your own body. It seems to create an issue in the proprio-perception of the user who does not completely feel integrated in the environment. This perspective should be beneficial for the users. We propose to give the possibility to the people to use the first and the third-person perspective like in video games (e.g. GTA). As the gamers prefer to use the third-person perspective for moving actions and the first-person view for the thin operations, we will verify this comportment is extendable to simulations in augmented and virtual reality.