Exploration and virtual camera control in virtual three dimensional environments
I3D '90 Proceedings of the 1990 symposium on Interactive 3D graphics
Navigating large virtual spaces
International Journal of Human-Computer Interaction - Special issue on human-virtual environment interaction
Virtual spaces and real world places: transfer of route knowledge
International Journal of Human-Computer Studies
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)
Presence: Teleoperators and Virtual Environments
Presence: Teleoperators and Virtual Environments
Visual homing is possible without landmarks: a path integration study in virtual reality
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
Visual cues can be sufficient for triggering automatic, reflexlike spatial updating
ACM Transactions on Applied Perception (TAP)
Presence: Teleoperators and Virtual Environments
Three levels of metric for evaluating wayfinding
Presence: Teleoperators and Virtual Environments - Special issue: 2004 workshop on VR design and evaluation
Calibrating Visual Path Integration in VEs
Presence: Teleoperators and Virtual Environments
Force-reflecting Telepresence in Extensive Remote Environments
Journal of Intelligent and Robotic Systems
Motion Compression for Telepresence Locomotion
Presence: Teleoperators and Virtual Environments
Dynamic landmark placement as a navigation aid in virtual worlds
Proceedings of the 2007 ACM symposium on Virtual reality software and technology
Presence: Teleoperators and Virtual Environments
Presence: Teleoperators and Virtual Environments
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
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
Development of a Multi-modal Multi-user Telepresence and Teleaction System
International Journal of Robotics Research
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
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)
Proceedings of the International Working Conference on Advanced Visual Interfaces
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
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To effectively use a virtual environment (VE) for applications such as training and design evaluation, a good sense of orientation is needed in the VE. “Natural” human geographical orientation, when moving around in the world, relies on visual as well as proprioceptive feedback. However, the present navigation metaphors that are used to move around in the VE often lack proprioceptive feedback. To investigate the possible consequences this may have, an experiment was conducted on the relative contributions of visual and proprioceptive feedback on path integration in VE. Subjects were immersed in a virtual forest and were asked to turn specific angles under different combinations of visual, vestibular, and kinesthetic feedback (pure visual, visual plus vestibular, visual plus vestibular plus kinesthetic, pure vestibular, and vestibular plus kinesthetic). Furthermore, two visual conditions with different visual flows were tested: normal visual flow and decreased visual flow provided by a 60% zoom. Results show that kinesthetic feedback provides the most reliable and accurate source of information to use for path integration, indicating the benefits of incorporating this kind of feedback in navigation metaphors. Orientation based on visual flow alone is most inaccurate and unreliable. In all conditions, subjects overestimated their turning speed and subsequently didn't turn far enough. Both the absolute errors and the variation in path integration increase with the length of the path.