Related papers: GulliVR: A Walking-Oriented Technique for Navigati…
Navigation is one of the fundamental tasks for automated exploration in Virtual Reality (VR). Existing technologies primarily focus on path optimization in 360-degree image datasets and 3D simulators, which cannot be directly applied to…
Immersive technologies are capable of transporting people to distant or inaccessible environments that they might not otherwise visit. Practitioners and researchers alike are discovering new ways to replicate and enhance existing tourism…
On a journey, a backpack is a perfect place to store and organize the necessary provisions and tools. Similarly, carrying and managing items is a central part of most digital games, providing significant prospects for the player experience.…
We propose a novel space-rescaling technique for registering dissimilar physical-virtual spaces by utilizing the effects of adjusting physical space with redirected walking. Achieving a seamless immersive Virtual Reality (VR) experience…
During virtual navigation, users exhibit varied interaction and navigation behaviors influenced by several factors. Existing theories and models have been developed to explain and predict these diverse patterns. While users often experience…
A common operation performed in Virtual Reality (VR) environments is locomotion. Although real walking can represent a natural and intuitive way to manage displacements in such environments, its use is generally limited by the size of the…
Spatial orientation is essential for people to effectively navigate and interact with the environment in everyday life. With age-related cognitive decline, providing VR locomotion techniques with better spatial orientation performance for…
Vision-and-Language Navigation (VLN) suffers from the limited diversity and scale of training data, primarily constrained by the manual curation of existing simulators. To address this, we introduce RoomTour3D, a video-instruction dataset…
Many people often take walking for granted, but for individuals with mobility disabilities, this seemingly simple act can feel out of reach. This reality can foster a sense of disconnect from the world since walking is a fundamental way in…
Virtual reality (VR) games are gradually becoming more elaborated and feature-rich, but fail to reach the complexity of traditional digital games. One common feature that is used to extend and organize complex gameplay is the in-game…
The objective of this study is to investigate the impact of several auditory feedback modalities on gait (i.e., walking patterns) in virtual reality (VR). Prior research has substantiated gait disturbances in VR users as one of the primary…
As Virtual Reality becomes commonplace in the world, it is important for developers to focus on user interaction with the virtual world. Currently, there are limitations to some selection and navigation techniques that have not yet been…
What is after presence? Spatial presence, the sense of "being there", is becoming less of a primary objective and more of a baseline expectation of virtual reality. More than six decades after its invention, VR is shifting from a technical…
We present a new approach for redirected walking in static and dynamic scenes that uses techniques from robot motion planning to compute the redirection gains that steer the user on collision-free paths in the physical space. Our first…
In most VR experiences, the visual sense dominates other modes of sensory input, encouraging non-visual senses to respond as if the visual were real. The simulated visual world thus becomes a sort of felt actuality, where the 'actual'…
Virtual reality (VR) introduces sensory perturbations that may impact perception and action. The current study was designed to investigate how immersive VR presented through a head-mounted display (HMD) affects perceived functional body…
This research aims to examine the effects of various vibrotactile feedback techniques on gait (i.e., walking patterns) in virtual reality (VR). Prior studies have demonstrated that gait disturbances in VR users are significant usability…
We present Visual Navigation and Locomotion over obstacles (ViNL), which enables a quadrupedal robot to navigate unseen apartments while stepping over small obstacles that lie in its path (e.g., shoes, toys, cables), similar to how humans…
Rapidly growing virtual reality (VR) technologies and techniques have gained importance over the past few years, and academics and practitioners have been searching for efficient visualizations in VR. To date, emphasis has been on the…
Digitalization is changing how people visit museums and explore the artifacts they house. Museums, as important educational venues outside classrooms, need to actively explore the application of digital interactive media, including games…