Background: Virtual Reality (VR) devices are becoming more and more common as game systems. Even though modern VR Head Mounted Displays (HMD) allow the user to walk in real life, it still limits the user to the space of the room they are playing in and the player will need virtual locomotion in games where the environment size exceeds that of the real life play area. Evaluations of multiple VR locomotion techniques have already been done, usually evaluating motion sickness or usability. A common theme in many of these is that the task is search based, in an environment with low focus on interaction. Therefore in this thesis, four VR locomotion techniques are evaluated in an environment with focus on interaction, to see if a difference exist...
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 ...
This study analyzes walking interaction to enhance the immersion and minimize virtual reality (VR) s...
Background: Virtual Reality (VR) devices are becoming more and more common as game systems. Even tho...
Virtual reality technology has recently had a revival with new VR-hardware being introduced to the c...
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 ...
In the budding world of virtual reality, immersion is one of the greatest aspirations and challenges...
Locomotion in virtual reality (VR) is one of the biggest problems for large scale adoption of VR app...
Background. Virtual reality (VR) technology has evolved to a stage where affordable consumer devices...
Background. Virtual reality (VR) technology has evolved to a stage where affordable consumer devices...
Locomotion in virtual reality (VR) is one of the biggest problems for large scale adoption of VR app...
Background. Virtual reality (VR) technology has evolved to a stage where affordable consumer devices...
To navigate beyond the confines of often limited available positional tracking space, virtual realit...
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 ...
This study analyzes walking interaction to enhance the immersion and minimize virtual reality (VR) s...
Background: Virtual Reality (VR) devices are becoming more and more common as game systems. Even tho...
Virtual reality technology has recently had a revival with new VR-hardware being introduced to the c...
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 ...
In the budding world of virtual reality, immersion is one of the greatest aspirations and challenges...
Locomotion in virtual reality (VR) is one of the biggest problems for large scale adoption of VR app...
Background. Virtual reality (VR) technology has evolved to a stage where affordable consumer devices...
Background. Virtual reality (VR) technology has evolved to a stage where affordable consumer devices...
Locomotion in virtual reality (VR) is one of the biggest problems for large scale adoption of VR app...
Background. Virtual reality (VR) technology has evolved to a stage where affordable consumer devices...
To navigate beyond the confines of often limited available positional tracking space, virtual realit...
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 ...
This study analyzes walking interaction to enhance the immersion and minimize virtual reality (VR) s...