Virtual reality technology has recently had a revival with new VR-hardware being introduced to the consumer market. This can be considered a turning point in the field as it has now become more accessible and affordable to the public. Since this revival, VR-technology has been subject to multiple HCI studies, where also VR locomotion techniques have been examined. However, a majority of these studies emphasize constructive research problems with a focus on understanding the technical aspects of the interaction. New and novel VR locomotion techniques are constructed without any empirical evaluation of the human aspects to support this work. Without the knowledge of already existing issues with the interaction, there is a research gap in the ...
To navigate beyond the confines of often limited available positional tracking space, virtual realit...
This study analyzes walking interaction to enhance the immersion and minimize virtual reality (VR) s...
Locomotion is a fundamental activity in Virtual Reality (VR) and has been the focus of a large body ...
The latest technical and interaction advancements within the virtual reality (VR) field have marked ...
The latest technical and interaction advancements within the virtual reality (VR) field have marked ...
The latest technical and interaction advancements within the virtual reality (VR) field have marked ...
Background: Virtual Reality (VR) devices are becoming more and more common as game systems. Even tho...
Background: Virtual Reality (VR) devices are becoming more and more common as game systems. Even tho...
The latest technical and interaction advancements that took place in the Virtual Reality (VR) field ...
The latest technical and interaction advancements that took place in the Virtual Reality (VR) field ...
When evaluating virtual reality (VR) locomotion techniques, the user experience metrics that are use...
Virtual Reality (VR) has been successfully applied with a broad range of locomotion techniques. Many...
Recent VR head-mounted displays for consumers feature 3-DOF or 6-DOF head tracking. However, positio...
Locomotion in virtual reality (VR) is one of the biggest problems for large scale adoption of VR app...
Locomotion in virtual reality (VR) is one of the biggest problems for large scale adoption of VR app...
To navigate beyond the confines of often limited available positional tracking space, virtual realit...
This study analyzes walking interaction to enhance the immersion and minimize virtual reality (VR) s...
Locomotion is a fundamental activity in Virtual Reality (VR) and has been the focus of a large body ...
The latest technical and interaction advancements within the virtual reality (VR) field have marked ...
The latest technical and interaction advancements within the virtual reality (VR) field have marked ...
The latest technical and interaction advancements within the virtual reality (VR) field have marked ...
Background: Virtual Reality (VR) devices are becoming more and more common as game systems. Even tho...
Background: Virtual Reality (VR) devices are becoming more and more common as game systems. Even tho...
The latest technical and interaction advancements that took place in the Virtual Reality (VR) field ...
The latest technical and interaction advancements that took place in the Virtual Reality (VR) field ...
When evaluating virtual reality (VR) locomotion techniques, the user experience metrics that are use...
Virtual Reality (VR) has been successfully applied with a broad range of locomotion techniques. Many...
Recent VR head-mounted displays for consumers feature 3-DOF or 6-DOF head tracking. However, positio...
Locomotion in virtual reality (VR) is one of the biggest problems for large scale adoption of VR app...
Locomotion in virtual reality (VR) is one of the biggest problems for large scale adoption of VR app...
To navigate beyond the confines of often limited available positional tracking space, virtual realit...
This study analyzes walking interaction to enhance the immersion and minimize virtual reality (VR) s...
Locomotion is a fundamental activity in Virtual Reality (VR) and has been the focus of a large body ...