Related papers: GulliVR: A Walking-Oriented Technique for Navigati…
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…
Exploring large virtual environments, such as cities, is a central task in several domains, such as gaming and urban planning. VR systems can greatly help this task by providing an immersive experience; however, a common issue with viewing…
Identifying cybersickness in virtual reality (VR) applications such as games in a fast, precise, non-intrusive, and non-disruptive way remains challenging. Several factors can cause cybersickness, and their identification will help find its…
In the context of autonomous navigation, effectively conveying abstract navigational cues to agents in dynamic environments presents significant challenges, particularly when navigation information is derived from diverse modalities such as…
Teleportation, a widely-used locomotion technique in Virtual Reality (VR), allows instantaneous movement within VR environments. Enhanced hand tracking in modern VR headsets has popularized hands-only teleportation methods, which eliminate…
We can create Virtual Reality (VR) interactions that have no equivalent in the real world by remapping spacetime or altering users' body representation, such as stretching the user's virtual arm for manipulation of distant objects or…
Virtual locomotion remains a challenge in VR, especially in space-limited environments where room-scale walking is impractical. We present LocoScooter, a low-cost, deployable locomotion interface combining foot-sliding on a compact…
In virtual reality (VR) games, playability and immersion levels are important because they affect gameplay, enjoyment, and performance. However, they can be adversely affected by VR sickness (VRS) symptoms. VRS can be minimized by…
Virtual locomotion technique (VLT) is a fundamental component of virtual reality (VR) systems that translates physical and controller inputs into virtual translational movements and viewpoint transitions. Poorly designed VLTs can result in…
With the recent rise of Metaverse, online multiplayer VR applications are becoming increasingly prevalent worldwide. Allowing users to move easily in virtual environments is crucial for high-quality experiences in such collaborative VR…
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…
We present a comprehensive survey of perception-based redirected walking (RDW) techniques in virtual reality (VR), presenting a taxonomy that serves as a framework for understanding and designing RDW algorithms. RDW enables users to explore…
Virtual reality (VR) is increasingly used to enhance the ecological validity of motor control and learning studies by providing immersive, interactive environments with precise motion tracking. However, designing realistic VR-based motor…
Today's virtual reality (VR) systems and environments assume that users have typical abilities, which can make VR inaccessible to people with physical impairments. However, there is not yet an understanding of how inaccessible locomotion…
Augmented reality is projected to be a primary mode of information consumption on the go, seamlessly integrating virtual content into the physical world. However, the potential perceptual demands of viewing virtual annotations while…
Vision-and-Language Navigation (VLN) has long been constrained by the limited diversity and scalability of simulator-curated datasets, which fail to capture the complexity of real-world environments. To overcome this limitation, we…
This paper investigates how the size of virtual space and objects within it affect the threshold range of relative translation gains, a Redirected Walking (RDW) technique that scales the user's movement in virtual space in different ratios…
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…
To enable automated software testing, the ability to automatically navigate to a state of interest and to explore all, or at least sufficient number of, instances of such a state is fundamental. When testing a computer game the problem has…
Virtual reality (VR) is increasingly being used as a research platform for investigating human responses to environmental variables. While VR provides tremendous advantages in terms of variable isolation and manipulation, and ease of…