Advances in Virtual reality have brought opportunities for cinematic content to the users by allowing them to look around freely in any arbitrary direction and to interact as they please. This, however, imposes difficulties to the content creators as the freedom given to the audience results in less control over the user. The lack of control over what the audience is paying attention to could cause them to miss out on important points of interests and content creators can no longer rely on previous methods to draw and direct their attention. This study aims to find different means in how to direct and draw the attention of participants inside a 3-dimensional virtual environment without disrupting the virtual experience. This is achieved by ...
If Walking-in-place (WIP) techniques are to be considered a useful way of facilitating virtual locom...
This thesis addresses the Virtual Reality (VR) as an efficient communication process, furtheremphasi...
Within the last few years virtual reality has quickly become more popular and available to a larger ...
Advances in Virtual reality have brought opportunities for cinematic content to the users by allowin...
Virtual reality is today being applied to an increasing number of fields such as education, industry...
In Cinematic Virtual Reality (CVR), the viewer of an omnidirectional movie can freely choose the vie...
Recently, a growing interest can be detected in the application of Virtual Environment (VE) technolo...
More people are engaging with virtual environments recreationally and professionally. Game engines a...
Omnidirectional video’s extensive amount of visual information challenges the users to find and stay...
Users wearing a head-mounted display while relying on Walking-In-Place techniques for virtual locomo...
This thesis documents the creation and analysis of virtual environments generated using panoramic vi...
3D Virtual Environments (VE) are becoming popular as a tool for cognitive, functional and psychologi...
3D Virtual Environments (VE) are becoming popular as a tool for cognitive, functional and psychologi...
This research expands existing knowledge on the role of multisensorial haptic stimulation on motion ...
The goal of this work is to develop an approach to the design of natural and immersive interaction m...
If Walking-in-place (WIP) techniques are to be considered a useful way of facilitating virtual locom...
This thesis addresses the Virtual Reality (VR) as an efficient communication process, furtheremphasi...
Within the last few years virtual reality has quickly become more popular and available to a larger ...
Advances in Virtual reality have brought opportunities for cinematic content to the users by allowin...
Virtual reality is today being applied to an increasing number of fields such as education, industry...
In Cinematic Virtual Reality (CVR), the viewer of an omnidirectional movie can freely choose the vie...
Recently, a growing interest can be detected in the application of Virtual Environment (VE) technolo...
More people are engaging with virtual environments recreationally and professionally. Game engines a...
Omnidirectional video’s extensive amount of visual information challenges the users to find and stay...
Users wearing a head-mounted display while relying on Walking-In-Place techniques for virtual locomo...
This thesis documents the creation and analysis of virtual environments generated using panoramic vi...
3D Virtual Environments (VE) are becoming popular as a tool for cognitive, functional and psychologi...
3D Virtual Environments (VE) are becoming popular as a tool for cognitive, functional and psychologi...
This research expands existing knowledge on the role of multisensorial haptic stimulation on motion ...
The goal of this work is to develop an approach to the design of natural and immersive interaction m...
If Walking-in-place (WIP) techniques are to be considered a useful way of facilitating virtual locom...
This thesis addresses the Virtual Reality (VR) as an efficient communication process, furtheremphasi...
Within the last few years virtual reality has quickly become more popular and available to a larger ...