A toolset for navigation in virtual environments
UIST '93 Proceedings of the 6th annual ACM symposium on User interface software and technology
Virtual environments and advanced interface design
Virtual environments and advanced interface design
Navigation and locomotion in virtual worlds via flight into hand-held miniatures
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Spatial knowledge acquisition in a virtual environment
Spatial knowledge acquisition in a virtual environment
Virtual reality on a WIM: interactive worlds in miniature
CHI '95 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Navigating large virtual spaces
International Journal of Human-Computer Interaction - Special issue on human-virtual environment interaction
Wayfinding strategies and behaviors in large virtual worlds
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Virtual spaces and real world places: transfer of route knowledge
International Journal of Human-Computer Studies
The omni-directional treadmill: a locomotion device for virtual worlds
Proceedings of the 10th annual ACM symposium on User interface software and technology
Computer graphics and architecture: state of the art and outlook for the future
ACM SIGGRAPH Computer Graphics
Virtual Reality Training's Future: Perspectives on Virtual Reality and Related Emerging Technologies
Virtual Reality Training's Future: Perspectives on Virtual Reality and Related Emerging Technologies
Virtual Environments for Shipboard Firefighting Training
VRAIS '97 Proceedings of the 1997 Virtual Reality Annual International Symposium (VRAIS '97)
Navigating in Natural Environments: A Virtual Environment Training Transfer Study
VRAIS '98 Proceedings of the Virtual Reality Annual International Symposium
A Virtual Environment for Learning to Pilot Remotely Operated Vehicles
VSMM '97 Proceedings of the 1997 International Conference on Virtual Systems and MultiMedia
Six Generations of Building Walkthrough: Final Technical Report to the National Science Foundation
Six Generations of Building Walkthrough: Final Technical Report to the National Science Foundation
TOADS: A Two-Dimensional Open-Ended Architectural Database System
Presence: Teleoperators and Virtual Environments
The Room Effect: Metric Spatial Knowledge of Local and Separated Regions
Presence: Teleoperators and Virtual Environments
The Transfer of Spatial Knowledge in Virtual Environment Training
Presence: Teleoperators and Virtual Environments
Judging Perceived and Traversed Distance in Virtual Environments
Presence: Teleoperators and Virtual Environments
Presence: Teleoperators and Virtual Environments
Navigating Large-Scale “Desk-Top” Virtual Buildings: Effects of Orientation Aids and Familiarity
Presence: Teleoperators and Virtual Environments
Human Factors Issues in Virtual Environments: A Review of the Literature
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
Presence: Teleoperators and Virtual Environments
Inertial-Force Feedback for the Treadport Locomotion Interface
Presence: Teleoperators and Virtual Environments
Embodiment and spatial behavior in virtual environments: comments on Durlach et al. (2000)
Presence: Teleoperators and Virtual Environments
Virtual and augmented reality as spatial ability training tools
CHINZ '06 Proceedings of the 7th ACM SIGCHI New Zealand chapter's international conference on Computer-human interaction: design centered HCI
Movement around real and virtual cluttered environments
Presence: Teleoperators and Virtual Environments - Special issue: Immersive projection technology
Three levels of metric for evaluating wayfinding
Presence: Teleoperators and Virtual Environments - Special issue: 2004 workshop on VR design and evaluation
Mathematics and geometry education with collaborative augmented reality
ACM SIGGRAPH 2002 conference abstracts and applications
Presence: Teleoperators and Virtual Environments
A Multiple-Level 3D-LEGO Game in Augmented Reality for Improving Spatial Ability
Proceedings of the 13th International Conference on Human-Computer Interaction. Part IV: Interacting in Various Application Domains
Enhancement of spatial thinking with Virtual Spaces 1.0
Computers & Education
Ensuring semantic spatial constraints in virtual environments using UML/OCL
Proceedings of the 17th ACM Symposium on Virtual Reality Software and Technology
The changing nature of user attitudes toward virtual world technology: A longitudinal study
Computers in Human Behavior
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There is currently much research activity involving virtual environments (VEs) and spatial behavior (spatial perception, cognition, and performance). After some initial remarks describing and categorizing the different types of research being conducted on VEs and spatial behavior, discussion in this Forum paper focuses on one specific type, namely, research concerned with the use of VE technology for training spatial behavior in the real world. We initially present an overview of issues and problems relevant to conducting research in this area, and then, in the latter portion of the paper, present an overview of the research that we believe needs to be done in this area. We have written this paper for the forum section of Presence because, despite its length, it is essentially an opinion piece. Our aim here is not to report the results of research in our own laboratory nor to review the literature, as other available papers already serve these goals. Rather, the primary purpose of this paper is to stimulate open discussion about needed future research. In general, we believe that such a discussion can serve the research establishment as much as reports of completed work.