Recent technical developments have resulted in the increased use of Virtual Reality and Head Mounted Displays (HMDs) for entertainment and industrial purposes (Bengtson, Borsos, & Krupenia, 2017). A persistent problem associated with the use of HMDs for VR is that when moving within a virtual environment, the user can experience motion sickness and disorientation resulting in reduced ease of use or efficiency. The purpose of the current research was to establish which movement-based design principle(s) is/are best suited for a virtual environment. Three movement techniques were implemented and tested; a fading teleport, a drag/floating movement, and a hybrid concept. Of interest were motion sickness, disorientation, ease of use, and eff...
Despite recent advancements in technology, there remain a number of major challenges in Virtual Real...
University of Minnesota M.S. thesis. July 2016. Major: Computer Science. Advisor: Pete Willemsen. 1 ...
The latest technical and interaction advancements that took place in the Virtual Reality (VR) field ...
Recent technical developments have resulted in the increased use of Virtual Reality and Head Mounted...
Recent VR head-mounted displays for consumers feature 3-DOF or 6-DOF head tracking. However, positio...
Background: Virtual Reality (VR) devices are becoming more and more common as game systems. Even tho...
The number of everyday virtual reality (VR) applications is increasing at a remarkable pace. Perhaps...
Virtual reality technology has recently had a revival with new VR-hardware being introduced to the c...
Teleportation is a popular and low risk means of navigating in VR. Because teleportation discontinuo...
The latest technical and interaction advancements within the virtual reality (VR) field have marked ...
2019 Copyright held by the owner/author(s). We compared two common techniques of controller-based lo...
In this paper, we examine different means of movement of the user model in the vr application and ex...
This study analyzes walking interaction to enhance the immersion and minimize virtual reality (VR) s...
If Walking-in-place (WIP) techniques are to be considered a useful way of facilitating virtual locom...
Many virtual reality (VR) applications use teleport for locomotion. The non-continuous locomotion of...
Despite recent advancements in technology, there remain a number of major challenges in Virtual Real...
University of Minnesota M.S. thesis. July 2016. Major: Computer Science. Advisor: Pete Willemsen. 1 ...
The latest technical and interaction advancements that took place in the Virtual Reality (VR) field ...
Recent technical developments have resulted in the increased use of Virtual Reality and Head Mounted...
Recent VR head-mounted displays for consumers feature 3-DOF or 6-DOF head tracking. However, positio...
Background: Virtual Reality (VR) devices are becoming more and more common as game systems. Even tho...
The number of everyday virtual reality (VR) applications is increasing at a remarkable pace. Perhaps...
Virtual reality technology has recently had a revival with new VR-hardware being introduced to the c...
Teleportation is a popular and low risk means of navigating in VR. Because teleportation discontinuo...
The latest technical and interaction advancements within the virtual reality (VR) field have marked ...
2019 Copyright held by the owner/author(s). We compared two common techniques of controller-based lo...
In this paper, we examine different means of movement of the user model in the vr application and ex...
This study analyzes walking interaction to enhance the immersion and minimize virtual reality (VR) s...
If Walking-in-place (WIP) techniques are to be considered a useful way of facilitating virtual locom...
Many virtual reality (VR) applications use teleport for locomotion. The non-continuous locomotion of...
Despite recent advancements in technology, there remain a number of major challenges in Virtual Real...
University of Minnesota M.S. thesis. July 2016. Major: Computer Science. Advisor: Pete Willemsen. 1 ...
The latest technical and interaction advancements that took place in the Virtual Reality (VR) field ...