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- abstractNovember 2024
SkiWalkerVR: Towards Naturalistic Virtual Walking Using Hand Movements and Foot Vibrations
SA '24: SIGGRAPH Asia 2024 Emerging TechnologiesArticle No.: 13, Pages 1–3https://doi.org/10.1145/3681755.3688945Developing immersive Virtual Reality (VR) systems that simulate natural walking experiences in constrained physical spaces remains a challenge. This paper introduces SkiWalkerVR, a novel VR walking system that predicts and replicates head and foot ...
- abstractOctober 2024
Wheel-Based Attachable Footwear for VR: Challenges and Opportunities in Seated Walking-in-Place Locomotion
VRST '24: Proceedings of the 30th ACM Symposium on Virtual Reality Software and TechnologyArticle No.: 80, Pages 1–2https://doi.org/10.1145/3641825.3689689This poster explores the potential of Cybershoes, a foot-based consumer input device, used with a swivel chair to enable seated walking-in-place (WIP) locomotion in virtual reality (VR). Through a qualitative study with 12 participants, we investigated ...
- abstractOctober 2024
Fade-to-Black Duration in Egocentric Target-Selection-Based Teleport - A Replication Design
VRST '24: Proceedings of the 30th ACM Symposium on Virtual Reality Software and TechnologyArticle No.: 101, Pages 1–2https://doi.org/10.1145/3641825.3689527Fade-to-black animations are a commonly used technique to visualize transitions during teleportation. However, their duration varies across different implementations and has not been extensively researched. This abstract details a study design to ...
- abstractOctober 2024
Walking > Walking-in-Place > Flying/Steering > Teleportation? Designing Locomotion Research for Replication and Extension
VRST '24: Proceedings of the 30th ACM Symposium on Virtual Reality Software and TechnologyArticle No.: 100, Pages 1–2https://doi.org/10.1145/3641825.3689500In this abstract, we discuss the demand for replication and extension efforts related to two seminal studies focused on virtual reality (VR) locomotion interfaces, initially centered around a VR implementation of the Visual Cliff, often referred to as ...
- research-articleOctober 2024
Investigation of Redirection Algorithms in Small Tracking Spaces
VRST '24: Proceedings of the 30th ACM Symposium on Virtual Reality Software and TechnologyArticle No.: 14, Pages 1–9https://doi.org/10.1145/3641825.3687749In virtual reality, redirected walking lets users walk in larger virtual spaces than the physical tracking space set aside for their movements. This benefits immersion and spatial navigation compared to virtual locomotion techniques such as ...
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- research-articleOctober 2024
LegSense: Inducing Walking Sensation in Seated VR by Providing Movement Illusion via Electrical Muscle Stimulation
- Juwon Um,
- Eunki Jeon,
- Yumin Kang,
- Seongjun Kang,
- Ahmed Elsharkawy,
- Joseph DelPreto,
- Wojciech Matusik,
- Daniela Rus,
- SeungJun Kim
UbiComp '24: Companion of the 2024 on ACM International Joint Conference on Pervasive and Ubiquitous ComputingPages 797–802https://doi.org/10.1145/3675094.3678375Providing convincing proprioceptive cues is essential for immersive virtual reality (VR) navigation. However, this is challenging for seated users with restricted mobility. To address this gap, this study proposes LegSense, a method designed to induce ...
- research-articleAugust 2024
Performance and Navigation Behavior of using Teleportation in VR First-Person Shooter Games
Games: Research and Practice (GAMES), Volume 2, Issue 3Article No.: 24, Pages 1–18https://doi.org/10.1145/3661133Teleportation has been adopted as the preferred mode of navigation in many virtual reality (VR) experiences due to its ability to allow users to easily move beyond the limitations of the tracking space while minimizing the risk of inducing VR sickness. ...
- ArticleJune 2024
Exploring User Preferences for Walking in Virtual Reality Interfaces Through an Online Questionnaire
Virtual, Augmented and Mixed RealityPages 244–258https://doi.org/10.1007/978-3-031-61041-7_16AbstractThis paper presents an overview of human-machine interfaces for walking in virtual reality (VR) and the results of the online survey in which 30 experienced VR users were asked to identify important design aspects and preferable types of ...
- research-articleMay 2024
RPG: Rotation Technique in VR Locomotion using Peripheral Gaze
Proceedings of the ACM on Human-Computer Interaction (PACMHCI), Volume 8, Issue ETRAArticle No.: 235, Pages 1–19https://doi.org/10.1145/3655609Locomotion is an important task in many virtual reality (VR) applications. Locomotion requires two different directional settings for: (1) translation to a target, and (2) body rotation. Conventional locomotion methods mostly make use of the hand-held ...
- Work in ProgressMay 2024
Curving the Virtual Route: Applying Redirected Steering Gains for Active Locomotion in In-Car VR
CHI EA '24: Extended Abstracts of the CHI Conference on Human Factors in Computing SystemsArticle No.: 93, Pages 1–7https://doi.org/10.1145/3613905.3650746This study examines the feasibility of user-applied active locomotion in In-Car Virtual Reality (VR), overcoming the passivity in mobility of previous In-Car VR experiences where the virtual movement was synchronized with the real movement of the car. ...
- demonstrationMay 2024
Rowing Beyond: A Demonstration of Steering Methods for Rowing-based Locomotion in Virtual Environments
CHI EA '24: Extended Abstracts of the CHI Conference on Human Factors in Computing SystemsArticle No.: 413, Pages 1–6https://doi.org/10.1145/3613905.3648643Rowing has great potential in Virtual Reality (VR) exergames as it requires physical effort and uses physical motion to map the locomotion in a virtual space. However, rowing in VR is currently restricted to locomotion along one axis, leaving 2D and 3D ...
- extended-abstractMay 2024
Physical Locomotion for Virtual Environments
CHI EA '24: Extended Abstracts of the CHI Conference on Human Factors in Computing SystemsArticle No.: 440, Pages 1–6https://doi.org/10.1145/3613905.3638187Physical interaction can provide users with engaging experiences and more healthy active interfaces. In virtual environments, physical interaction can be used for locomotion purposes in which the user’s physical actions are mapped to virtual ...
Rowing Beyond: Investigating Steering Methods for Rowing-based Locomotion in Virtual Environments
CHI '24: Proceedings of the 2024 CHI Conference on Human Factors in Computing SystemsArticle No.: 631, Pages 1–17https://doi.org/10.1145/3613904.3642192Rowing has great potential in Virtual Reality (VR) exergames as it requires physical effort and uses physical motion to map the locomotion in a virtual space. However, rowing in VR is currently restricted to locomotion along one axis, leaving 2D and 3D ...
Sicknificant Steps: A Systematic Review and Meta-analysis of VR Sickness in Walking-based Locomotion for Virtual Reality
CHI '24: Proceedings of the 2024 CHI Conference on Human Factors in Computing SystemsArticle No.: 632, Pages 1–36https://doi.org/10.1145/3613904.3641974Walking-based locomotion techniques in virtual reality (VR) can use redirection to enable walking in a virtual environment larger than the physical one. This results in a mismatch between the perceived virtual and physical movement, which is known to ...
- research-articleJanuary 2024
A Community-Based Exploration Into Gesture-driven Locomotion Control in Virtual Reality
AfriCHI '23: Proceedings of the 4th African Human Computer Interaction ConferencePages 180–189https://doi.org/10.1145/3628096.3629055Gesture-based control in virtual reality applications provides a more natural interaction but at the same time brings about new challenges in regards to implementing actions such as locomotion. In an effort to maintain a user-driven approach to the ...
- research-articleOctober 2023
Changes in Navigation over Time: A Comparison of Teleportation and Joystick-Based Locomotion
ACM Transactions on Applied Perception (TAP), Volume 20, Issue 4Article No.: 16, Pages 1–16https://doi.org/10.1145/3613902Little research has studied how people use Virtual Reality (VR) changes as they experience VR. This article reports the results of an experiment investigating how users’ behavior with two locomotion methods changed over 4 weeks: teleportation and joystick-...
- abstractOctober 2023
Shooting-based technique: Highly interactive virtual reality locomotion
SUI '23: Proceedings of the 2023 ACM Symposium on Spatial User InteractionArticle No.: 44, Pages 1–2https://doi.org/10.1145/3607822.3618010The Shooting-Based Technique (SBT) is a highly interactive locomotion method in virtual reality (VR) that enables user navigation through simulated shooting actions. SBT has already been used in a commercialized product and offers users a novel ...
- research-articleOctober 2023
Versatile Mixed-method Locomotion under Free-hand and Controller-based Virtual Reality Interfaces
VRST '23: Proceedings of the 29th ACM Symposium on Virtual Reality Software and TechnologyArticle No.: 2, Pages 1–10https://doi.org/10.1145/3611659.3615701Locomotion systems that allow the user to interact with large virtual spaces require precise input, competing with the same inputs available for performing a task in the virtual world. Despite extensive research on hand tracking input modalities, there ...
- research-articleOctober 2023Honorable Mention
“I Feel My Abs”: Exploring Non-standing VR Locomotion
Proceedings of the ACM on Human-Computer Interaction (PACMHCI), Volume 7, Issue CHI PLAYArticle No.: 423, Pages 1282–1307https://doi.org/10.1145/3611069Virtual Reality (VR) games and experiences predominantly have the users interact while standing or seated. However, this only represents a fraction of the full diversity of human movement. In this paper, we explore a novel non-standing approach to VR ...
- research-articleSeptember 2023
PAWS: Personalized Arm and Wrist Movements With Sensitivity Mappings for Controller-Free Locomotion in Virtual Reality
Proceedings of the ACM on Human-Computer Interaction (PACMHCI), Volume 7, Issue MHCIArticle No.: 217, Pages 1–21https://doi.org/10.1145/3604264Virtual Reality (VR) headsets equipped with multiple cameras enable hands-only teleportation techniques without requiring any physical controller. Hands-only teleportation is an effective alternative to controllers for navigation tasks in virtual ...