This paper investigates the use of camera motions, in order to improve the sensation of walking in a Virtual Environment. A simple model of camera motion is first proposed. This model uses: (1) oscillating motions for the position of the camera, and (2) a compensation motion which changes the orientation of the camera and simulate oculomotor compensation to keep a constant focal point when walking. Then we describe two experiments which were conducted to study the characteristics of our model and the preference of the users in terms of sensation of walking. The first experiment compared the use of oscillating camera motions along the three directions of space. The oscillating motions were all preferred to the control condition (i.e. a linea...
When depicting both virtual and physical worlds, the viewer's impression of presence in these worlds...
When depicting both virtual and physical worlds, the viewer's impression of presence in these worlds...
This study analyzes walking interaction to enhance the immersion and minimize virtual reality (VR) s...
International audienceThis paper reports one experiment conducted to evaluate the influence of oscil...
International audienceThis paper reports one experiment conducted to evaluate the influence of oscil...
International audienceThis paper reports one experiment conducted to evaluate the influence of oscil...
International audienceThis paper reports one experiment conducted to evaluate the influence of oscil...
International audienceIn this paper we introduce novel 'Camera Motions' (CMs) to improve the sensati...
International audienceIn this paper we introduce novel 'Camera Motions' (CMs) to improve the sensati...
International audienceIn this paper we introduce novel 'Camera Motions' (CMs) to improve the sensati...
International audienceIn this paper we introduce novel 'Camera Motions' (CMs) to improve the sensati...
International audienceIn this paper we introduce novel 'Camera Motions' (CMs) to improve the sensati...
This paper presents an interactive technique for moving through an immersive virtual environment (or...
Virtual-reality provides an immersive environment but can induce cybersickness due to the discrepanc...
When depicting both virtual and physical worlds, the viewer's impression of presence in these worlds...
When depicting both virtual and physical worlds, the viewer's impression of presence in these worlds...
When depicting both virtual and physical worlds, the viewer's impression of presence in these worlds...
This study analyzes walking interaction to enhance the immersion and minimize virtual reality (VR) s...
International audienceThis paper reports one experiment conducted to evaluate the influence of oscil...
International audienceThis paper reports one experiment conducted to evaluate the influence of oscil...
International audienceThis paper reports one experiment conducted to evaluate the influence of oscil...
International audienceThis paper reports one experiment conducted to evaluate the influence of oscil...
International audienceIn this paper we introduce novel 'Camera Motions' (CMs) to improve the sensati...
International audienceIn this paper we introduce novel 'Camera Motions' (CMs) to improve the sensati...
International audienceIn this paper we introduce novel 'Camera Motions' (CMs) to improve the sensati...
International audienceIn this paper we introduce novel 'Camera Motions' (CMs) to improve the sensati...
International audienceIn this paper we introduce novel 'Camera Motions' (CMs) to improve the sensati...
This paper presents an interactive technique for moving through an immersive virtual environment (or...
Virtual-reality provides an immersive environment but can induce cybersickness due to the discrepanc...
When depicting both virtual and physical worlds, the viewer's impression of presence in these worlds...
When depicting both virtual and physical worlds, the viewer's impression of presence in these worlds...
When depicting both virtual and physical worlds, the viewer's impression of presence in these worlds...
This study analyzes walking interaction to enhance the immersion and minimize virtual reality (VR) s...