Quantifying immersion in virtual reality
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Realizing a new step-in-place locomotion interface for virtual environment with large display system
EGVE '02 Proceedings of the workshop on Virtual environments 2002
Presence: Teleoperators and Virtual Environments
Transfer of Spatial Knowledge from Virtual to Real Environments
Spatial Cognition II, Integrating Abstract Theories, Empirical Studies, Formal Methods, and Practical Applications
Navigating Overlapping Virtual Worlds: Arriving in One Place and Finding that You're Somewhere Else
Spatial Cognition II, Integrating Abstract Theories, Empirical Studies, Formal Methods, and Practical Applications
Visual homing is possible without landmarks: a path integration study in virtual reality
Presence: Teleoperators and Virtual Environments
First Steps with a Rideable Computer
VR '00 Proceedings of the IEEE Virtual Reality 2000 Conference
A Wireless, Inexpensive Optical Tracker for the CAVE(tm)
VR '00 Proceedings of the IEEE Virtual Reality 2000 Conference
The Infocockpit: providing location and place to aid human memory
Proceedings of the 2001 workshop on Perceptive user interfaces
Physically large displays improve path integration in 3D virtual navigation tasks
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Embodiment and spatial behavior in virtual environments: comments on Durlach et al. (2000)
Presence: Teleoperators and Virtual Environments
International Journal of Human-Computer Studies - Incorporating knowledge acquisition
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
VRCAI '04 Proceedings of the 2004 ACM SIGGRAPH international conference on Virtual Reality continuum and its applications in industry
View changes in augmented reality computer-aided-drawing
ACM Transactions on Applied Perception (TAP)
Visual cues can be sufficient for triggering automatic, reflexlike spatial updating
ACM Transactions on Applied Perception (TAP)
IEEE Transactions on Visualization and Computer Graphics
Updating orientation in large virtual environments using scaled translational gain
APGV '06 Proceedings of the 3rd symposium on Applied perception in graphics and visualization
Presence: Teleoperators and Virtual Environments
Simple user-generated motion cueing can enhance self-motion perception (Vection) in virtual reality
Proceedings of the ACM symposium on Virtual reality software and technology
Three levels of metric for evaluating wayfinding
Presence: Teleoperators and Virtual Environments - Special issue: 2004 workshop on VR design and evaluation
Move to improve: promoting physical navigation to increase user performance with large displays
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Calibrating Visual Path Integration in VEs
Presence: Teleoperators and Virtual Environments
Movement in Cluttered 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
Maintaining Spatial Orientation during Travel in an Immersive Virtual Environment
Presence: Teleoperators and Virtual Environments
Presence: Teleoperators and Virtual Environments
Presence: Teleoperators and Virtual Environments
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 when physical space is limited
Proceedings of the 4th symposium on Applied perception in graphics and visualization
Motion Compression for Telepresence Locomotion
Presence: Teleoperators and Virtual Environments
Presence: Teleoperators and Virtual Environments
The effects of peripheral vision and physical navigation on large scale visualization
GI '08 Proceedings of graphics interface 2008
Learning with Virtual Verbal Displays: Effects of Interface Fidelity on Cognitive Map Development
Proceedings of the international conference on Spatial Cognition VI: Learning, Reasoning, and Talking about Space
ACM Transactions on Applied Perception (TAP)
The benefits of using a walking interface to navigate virtual environments
ACM Transactions on Computer-Human Interaction (TOCHI)
Technical Section: Influence of the size of the field of view on motion perception
Computers and Graphics
Virtual locomotion system for human-scale virtual environments
Proceedings of the Working Conference on Advanced Visual Interfaces
A Fast Iterative Shrinkage-Thresholding Algorithm for Linear Inverse Problems
SIAM Journal on Imaging Sciences
Updating in models of spatial memory
SC'06 Proceedings of the 2006 international conference on Spatial Cognition V: reasoning, action, interaction
Proceedings of the 7th Symposium on Applied Perception in Graphics and Visualization
Can haptic feedback improve the perception of self-motion in virtual reality?
HAPTICS'04 Proceedings of the 12th international conference on Haptic interfaces for virtual environment and teleoperator systems
Do we need to walk for effective virtual reality navigation? physical rotations alone may suffice
SC'10 Proceedings of the 7th international conference on Spatial cognition
Video game experience predicts virtual, but not real navigation performance
Computers in Human Behavior
Walking improves your cognitive map in environments that are large-scale and large in extent
ACM Transactions on Computer-Human Interaction (TOCHI)
Evaluation of walking in place on a Wii balance board to explore a virtual environment
ACM Transactions on Applied Perception (TAP)
CyberWalk: Enabling unconstrained omnidirectional walking through virtual environments
ACM Transactions on Applied Perception (TAP)
Affective states influence spatial cue utilization during navigation
Presence: Teleoperators and Virtual Environments
Questioning naturalism in 3D user interfaces
Communications of the ACM
Effect of the size of the field of view on the perceived amplitude of rotations of the visual scene
EGVE'08 Proceedings of the 14th Eurographics conference on Virtual Environments
Display devices for virtual environments: impact on performance, workload, and simulator sickness
EGVE'08 Proceedings of the 14th Eurographics conference on Virtual Environments
SC'12 Proceedings of the 2012 international conference on Spatial Cognition VIII
Proceedings of the 18th ACM symposium on Virtual reality software and technology
Is navigation in virtual reality with fmri really navigation?
Journal of Cognitive Neuroscience
Does neck viewing angle affect spatial orientation in an HMD-based VE?
Proceedings of the ACM Symposium on Applied Perception
Scalable optical tracking for navigating large virtual environments using spatially encoded markers
Proceedings of the 19th ACM Symposium on Virtual Reality Software and Technology
Proceedings of Graphics Interface 2013
Evaluation of surround-view and self-rotation in the OctaVis VR-System
JVRC '13 Proceedings of the 5th Joint Virtual Reality Conference
Towards enabling more effective locomotion in VR using a wheelchair-based motion platform
JVRC '13 Proceedings of the 5th Joint Virtual Reality Conference
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In two experiments, subjects traveled through virtual mazes, encountering target objects along the way. Their task was to indicate the direction to these target objects from a terminal location in the maze (from which the objects could no longer be seen). Subjects controlled their motion through the mazes using three locomotion modes. In the Walk mode, subjects walked normally in the experimental room. For each subject, body position and heading were tracked, and the tracking information was used to continuously update the visual imagery presented to the subjects on a head-mounted display. This process created the impression of immersion in the experimental maze. In the Visual Turn mode subjects moved through the environment using a joystick to control their turning. The only sensory information subjects received about rotation and translation was that provided by the computer-generated imagery. The Real Turn mode was midway between the other two modes, in that subjects physically turned in place to steer while translating in the virtual maze; thus translation through the maze was signaled only by the computer-generated imagery, whereas rotations were signaled by the imagery as well as by proprioceptive and vestibular information. The dependent measure in the experiment was the absolute error of the subject's directional estimate to each target from the terminal location. Performance in the Walk mode was significantly better than in the Visual Turn mode but other trends were not significant. A secondary finding was that the degree of motion sickness depended upon locomotion mode, with the lowest incidence occurring in the Walk mode. Both findings suggest the advisability of having subjects explore virtual environments using real rotations and translations in tasks involving spatial orientation.