In Artificial Reality experiences, that is, interactive, unencumbered, full-body, 2D vision-based virtual reality (VR) experiences (heirs of the seminal Videoplace by Myron Krueger), there are two possible interaction paradigms, namely, first-person and third-person—which differ significantly from the classic VR first- and third-person notions. Up until now, these two paradigms had not been compared or objectively analyzed in such systems. Moreover, most systems are based on the third-person paradigm without a specific justification, most probably due to the influence of the original Videoplace system and because it is the only paradigm available in commercial development tools and leisure systems. For example, many rehabilitation projects ...
The MimeTIC team of the IRISA research lab has a long history of studying human behaviours in order ...
Virtual reality (VR) environments are becoming increasingly prominent in rehabilitation (Howard, 201...
Using multimodal conversation analysis, this study examines how communicative practices are adapted ...
In Artificial Reality experiences, that is, interactive, unencumbered, full-body, 2D vision-based vi...
This study proposes the interaction of third-person virtual reality (TPVR) to provide users with a n...
Modern games make creative use of First- and Third-person perspectives (FPP and TPP) to allow the pl...
Modern games make creative use of First- and Third-person perspectives (FPP and TPP) to allow the pl...
Virtual Reality (VR) is a remarkably flexible technology for interventions as it allows the construc...
Virtual reality (VR), the interactive experience of being immersed in a simulated environment, has s...
Immersion, representation and collaboration in Virtual Reality : discussion and empirical perspectiv...
Instead of the reality in which you can see your own limbs, in virtual reality simulations it is som...
Current design of virtual reality (VR) applications relies essentially on the transposition of users...
Although Virtual Reality (VR) has been developed for a while, the last decade has seen a surge in it...
Abstract Background In the context of stroke rehabilitation, new training approaches mediated by vir...
From Sword Art Online to Ready Player One, people have never stopped envisioning how virtual reality...
The MimeTIC team of the IRISA research lab has a long history of studying human behaviours in order ...
Virtual reality (VR) environments are becoming increasingly prominent in rehabilitation (Howard, 201...
Using multimodal conversation analysis, this study examines how communicative practices are adapted ...
In Artificial Reality experiences, that is, interactive, unencumbered, full-body, 2D vision-based vi...
This study proposes the interaction of third-person virtual reality (TPVR) to provide users with a n...
Modern games make creative use of First- and Third-person perspectives (FPP and TPP) to allow the pl...
Modern games make creative use of First- and Third-person perspectives (FPP and TPP) to allow the pl...
Virtual Reality (VR) is a remarkably flexible technology for interventions as it allows the construc...
Virtual reality (VR), the interactive experience of being immersed in a simulated environment, has s...
Immersion, representation and collaboration in Virtual Reality : discussion and empirical perspectiv...
Instead of the reality in which you can see your own limbs, in virtual reality simulations it is som...
Current design of virtual reality (VR) applications relies essentially on the transposition of users...
Although Virtual Reality (VR) has been developed for a while, the last decade has seen a surge in it...
Abstract Background In the context of stroke rehabilitation, new training approaches mediated by vir...
From Sword Art Online to Ready Player One, people have never stopped envisioning how virtual reality...
The MimeTIC team of the IRISA research lab has a long history of studying human behaviours in order ...
Virtual reality (VR) environments are becoming increasingly prominent in rehabilitation (Howard, 201...
Using multimodal conversation analysis, this study examines how communicative practices are adapted ...