When it comes to locomotion in Virtual Reality (VR), a wide range of different techniques has been proposed in the scientific literature or as commercial products. However, the best choice for a specific application is still not immediate, being each technique characterized by different advantages and drawbacks. The present work reports on the results of a user study-based comparison between two methods: a locomotion treadmill, which supports omni-directional movements through walking in place over a hardware device, and Arm Swinging, which recognizes movement from the swinging back and forth of the user's arms (e.g., gathered by sensors embedded in hand controllers). Experiments have been carried out in a realistic immersive VR scenario, w...
Virtual Reality (VR) has been successfully applied with a broad range of locomotion techniques. Many...
Treadmill-based virtual environments have the potential to allow near natural locomotion through lar...
The latest technical and interaction advancements that took place in the Virtual Reality (VR) field ...
Background: Virtual Reality (VR) devices are becoming more and more common as game systems. Even tho...
In this paper we present a VR locomotion technique based on the Leap Motion device and compare it to...
Locomotion in virtual reality (VR) is one of the biggest problems for large scale adoption of VR app...
In this paper we present a VR locomotion technique based on the Leap Motion device and compare it t...
To navigate beyond the confines of often limited available positional tracking space, virtual realit...
Walking-In-Place (WIP) techniques have potential in terms of solving the problem arising when an imm...
Virtual environments are increasingly being used for upper limb rehabilitation in post-stroke patien...
Virtual reality technology has recently had a revival with new VR-hardware being introduced to the c...
Despite many recent developments in Virtual Reality, an effective locomotion interface which allows ...
For us humans, walking is our most natural way of moving through the world. One of the major challen...
For us humans, walking is our most natural way of moving through the world. One of the major challen...
This paper describes the use of a treadmill-based virtual environment (VE) to investigate the influe...
Virtual Reality (VR) has been successfully applied with a broad range of locomotion techniques. Many...
Treadmill-based virtual environments have the potential to allow near natural locomotion through lar...
The latest technical and interaction advancements that took place in the Virtual Reality (VR) field ...
Background: Virtual Reality (VR) devices are becoming more and more common as game systems. Even tho...
In this paper we present a VR locomotion technique based on the Leap Motion device and compare it to...
Locomotion in virtual reality (VR) is one of the biggest problems for large scale adoption of VR app...
In this paper we present a VR locomotion technique based on the Leap Motion device and compare it t...
To navigate beyond the confines of often limited available positional tracking space, virtual realit...
Walking-In-Place (WIP) techniques have potential in terms of solving the problem arising when an imm...
Virtual environments are increasingly being used for upper limb rehabilitation in post-stroke patien...
Virtual reality technology has recently had a revival with new VR-hardware being introduced to the c...
Despite many recent developments in Virtual Reality, an effective locomotion interface which allows ...
For us humans, walking is our most natural way of moving through the world. One of the major challen...
For us humans, walking is our most natural way of moving through the world. One of the major challen...
This paper describes the use of a treadmill-based virtual environment (VE) to investigate the influe...
Virtual Reality (VR) has been successfully applied with a broad range of locomotion techniques. Many...
Treadmill-based virtual environments have the potential to allow near natural locomotion through lar...
The latest technical and interaction advancements that took place in the Virtual Reality (VR) field ...