English
Related papers

Related papers: Towards Sneaking as a Playful Input Modality for V…

200 papers

Interactive visualization can support fluid exploration but is often limited to predetermined tasks. Scripting can support a vast range of queries but may be more cumbersome for free-form exploration. Embedding interactive visualization in…

Working in complex industrial facilities requires spatial navigation skills that people build up with time and field experience. Training sessions consisting in guided tours help discover places but they are insufficient to become…

Human-Computer Interaction · Computer Science 2018-07-12 Arnaud Mas , Idriss Ismaël , Nicolas Filliard

Locomotion plays a crucial role in shaping the user experience within virtual reality environments. In particular, hands-free locomotion offers a valuable alternative by supporting accessibility and freeing users from reliance on handheld…

Human-Computer Interaction · Computer Science 2026-01-13 Süleyman Özdel , Kadir Burak Buldu , Enkelejda Kasneci , Efe Bozkir

With the unprecedented diffusion of virtual reality, the number of application scenarios is continuously growing. As commercial and gaming applications become pervasive, the need for the secure and convenient identification of users, often…

Multimedia · Computer Science 2025-04-30 Sara Baldoni , Salim Benhamadi , Federico Chiariotti , Michele Zorzi , Federica Battisti

In virtual reality, it is widely assumed that increased realism in hand-object interactions enhances user immersion and overall experience. However, recent studies challenge this assumption, suggesting that faithfully replicating real-world…

Human-Computer Interaction · Computer Science 2025-04-02 ByungMin Kim , DongHeun Han , HyeongYeop Kang

We present a change-blindness based redirected walking algorithm that allows a user to explore on foot a virtual indoor environment consisting of an infinite number of rooms while at the same time ensuring collision-free walking for the…

Human-Computer Interaction · Computer Science 2022-12-29 June-Young Hwang , Soon-Uk Kwon , Yong-Hun Cho , Sang-Bin Jeon , In-Kwon Lee

In the video game industry, great importance is given to the experience that the user has while playing a game. In particular, this experience benefits from the players' perceived sense of being in the game or immersion. The level of user…

Human-Computer Interaction · Computer Science 2023-10-26 Marika Malaspina , Jessica Amianto Barbato , Marco Cremaschi , Francesca Gasparini , Alessandra Grossi , Aurora Saibene

The use of gait for person identification has important advantages such as being non-invasive, unobtrusive, not requiring cooperation and being less likely to be obscured compared to other biometrics. Existing methods for gait recognition…

Computer Vision and Pattern Recognition · Computer Science 2021-12-20 Adrian Cosma , Emilian Radoi

Driven by the games community, virtual reality setups have lately evolved into affordable and consumer-ready mobile headsets. However, despite these promising improvements, it remains challenging to convey immersive and engaging VR games as…

Human-Computer Interaction · Computer Science 2024-03-08 Sebastian Cmentowski , Jens Krüger

The present cross-disciplinary research explores pedestrian-autonomous vehicle interactions in a safe, virtual environment. We first present contemporary tools in the field and then propose the design and development of a new application…

Computers and Society · Computer Science 2021-10-01 Georgios Pappas , Joshua E. Siegel , Jacob Rutkowski , Andrea Schaaf

Virtual Reality (VR) is increasingly used for training and demonstration purposes including a variety of applications ranging from robot learning to rehabilitation. However, the choice of input device and its visualization might influence…

Human-Computer Interaction · Computer Science 2026-02-12 Robin Beierling , Manuel Scheibl , Jonas Dech , Abhijit Vyas , Anna-Lisa Vollmer

In this study, we compare the virtual and real gait parameters to investigate the effect of appearances of embodied avatars and virtual reality experience on gait in physical and virtual environments. We developed a virtual environment…

Human-Computer Interaction · Computer Science 2024-12-02 Tianyi Zhou , Ding Ding , Shengyu Wang , Chuhan Shi , Xiangyu Xu

Replicating a user's pose from only wearable sensors is important for many AR/VR applications. Most existing methods for motion tracking avoid environment interaction apart from foot-floor contact due to their complex dynamics and hard…

Graphics · Computer Science 2023-06-12 Sunmin Lee , Sebastian Starke , Yuting Ye , Jungdam Won , Alexander Winkler

Combining interconnected wearables provides fascinating opportunities like augmenting exergaming with virtual coaches, feedback on the execution of sports activities, or how to improve on them. Breathing rhythm is a particularly interesting…

Motion tracking "telemetry" data lies at the core of nearly all modern virtual reality (VR) and metaverse experiences. While generally presumed innocuous, recent studies have demonstrated that motion data actually has the potential to…

Human-Computer Interaction · Computer Science 2023-06-13 Vivek Nair , Christian Rack , Wenbo Guo , Rui Wang , Shuixian Li , Brandon Huang , Atticus Cull , James F. O'Brien , Marc Latoschik , Louis Rosenberg , Dawn Song

Virtual reality (VR) is an important new technology that is fun-damentally changing the way people experience entertainment and education content. Due to the fact that most currently available VR products are one size fits all, the…

Human-Computer Interaction · Computer Science 2019-04-18 Zhijiong Huang , Yu Zhang , Kathryn C. Quigley , Ramya Sankar , Clemence Wormser , Xinxin Mo , Allen Y. Yang

Recent discoveries in VR have opened up scope for designing physical tools and controllers to enhance immersion, through perceived reality. In a virtually simulated sports scenario it is challenging to immerse user because most of the…

Human-Computer Interaction · Computer Science 2026-04-23 Arka Majhi

What is Virtual Reality? A professional tool, made to facilitate our everyday tasks? A conceptual mistake, accompanied by cybersickness and unsolved locomotion issues since the very beginning? Or just another source of entertainment that…

Human-Computer Interaction · Computer Science 2020-09-10 Andrey Krekhov

Walking-in-place (WIP) is a locomotion technique that enables users to "walk infinitely" through vast virtual environments using walking-like gestures within a limited physical space. This paper investigates alternative interaction schemes…

Human-Computer Interaction · Computer Science 2023-08-31 Yutaro Hirao , Takuji Narumi , Ferran Argelaguet , Anatole Lécuyer

Watching others play is a key ingredient of digital games and an important aspect of games user research. However, spectatorship is not very popular in virtual reality, as such games strongly rely on one's feelings of presence. In other…

Human-Computer Interaction · Computer Science 2020-08-07 Andrey Krekhov , Daniel Preuß , Sebastian Cmentowski , Jens Krüger