Virtual Reality (VR) has become an increasingly crucial aspect in both commercial and industrial settings. However, the user experience of the user interfaces and interaction methods in the VR environment is often overlooked. This paper aims to explore different menu systems, interaction methods, and the user’s sitting or standing posture on user experience and cybersickness in VR applications. An experiment with two menu systems and two interaction methods in an implemented VR application was conducted with 20 participants. The results found that traditional, top-down, panel menus with motion controls are the best combination regarding the user experience. Sitting posture provides less severe simulator sickness symptoms than standing
Abstract — The design of virtual reality user interfaces (VRUI) is still an open field of research a...
Virtual Reality (VR) is more accessible than ever these days. While topics like performance, motion ...
Virtual reality (VR) technology is commonly used in balance research due to its ability to simulate ...
Background. In recent years, Virtual Reality (VR) has emerged as an important technology in both com...
Virtual Reality (VR) users typically either sit or stand/walk when using VR; however, the impact of ...
This thesis explores current guidelines for the development of menu systems in virtual reality with ...
This study proposes the interaction of third-person virtual reality (TPVR) to provide users with a n...
Computers are developed continuously to satisfy the human demands, and typical tools used everywhere...
Embodied interfaces are promising for virtual reality (VR) because they can improve immersion and re...
This paper presents the results of a user study of the effects of different head-centric rest-frames...
This study analyzes walking interaction to enhance the immersion and minimize virtual reality (VR) s...
For software applications with a significant level of user involvement, the traditional concept of u...
Virtual Reality (VR) has the capability of fully immersing users into a wide variety of gaming exper...
This study examined human performance on a set of basic tasks representative of human interaction in...
This study examined human performance on a set of basic tasks representative of human interaction in...
Abstract — The design of virtual reality user interfaces (VRUI) is still an open field of research a...
Virtual Reality (VR) is more accessible than ever these days. While topics like performance, motion ...
Virtual reality (VR) technology is commonly used in balance research due to its ability to simulate ...
Background. In recent years, Virtual Reality (VR) has emerged as an important technology in both com...
Virtual Reality (VR) users typically either sit or stand/walk when using VR; however, the impact of ...
This thesis explores current guidelines for the development of menu systems in virtual reality with ...
This study proposes the interaction of third-person virtual reality (TPVR) to provide users with a n...
Computers are developed continuously to satisfy the human demands, and typical tools used everywhere...
Embodied interfaces are promising for virtual reality (VR) because they can improve immersion and re...
This paper presents the results of a user study of the effects of different head-centric rest-frames...
This study analyzes walking interaction to enhance the immersion and minimize virtual reality (VR) s...
For software applications with a significant level of user involvement, the traditional concept of u...
Virtual Reality (VR) has the capability of fully immersing users into a wide variety of gaming exper...
This study examined human performance on a set of basic tasks representative of human interaction in...
This study examined human performance on a set of basic tasks representative of human interaction in...
Abstract — The design of virtual reality user interfaces (VRUI) is still an open field of research a...
Virtual Reality (VR) is more accessible than ever these days. While topics like performance, motion ...
Virtual reality (VR) technology is commonly used in balance research due to its ability to simulate ...