Related papers: GulliVR: A Walking-Oriented Technique for Navigati…
Virtual Reality enables the exploration of large information spaces. In physically constrained spaces such as airplanes or buses, controller-based or mid-air interaction in mobile Virtual Reality can be challenging. Instead, the input space…
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…
Navigation is believed to be controlled by at least two partially dissociable systems in the brain. The cognitive map informs an organism of its location and bearing, updated by integrating vestibular self-motion or predicting distances to…
Virtual reality is expected to play a significant role in the transformation of education and psychological studies. The possibilities for its application as a visual research method can be enhanced as established frameworks and toolkits…
Objective. Evaluate the feasibility of Virtual Reality (VR) wayfinding training with aging adults, and examine the impact of the training on wayfinding performance. Design. Design involved wayfinding tasks in a study with three groups:…
Navigation has been a popular area of research in both academia and industry. Combined with maps, and different localization technologies, navigation systems have become robust and more usable. By combining navigation with augmented…
This work evaluates three 3D user interaction techniques to investigate their visuo-spatial working memory support for users' data exploration in immersive analytics. Two techniques are the common VR locomotion technique, Walking and…
The risk of isolation in virtual reality (VR) stems from the immersive nature of the technology. VR can transport users to entirely virtual environments, often disconnecting them from the physical world and real-life interactions.…
Head-worn augmented reality (AR) is a hotly pursued and increasingly feasible contender paradigm for replacing or complementing smartphones and watches for continual information consumption. Here, we compare three different AR navigation…
Virtual Reality (VR) techniques, serving as the bridge between the real and virtual worlds, have boomed and are widely used in manufacturing, remote healthcare, gaming, etc. Specifically, VR systems offer users immersive experiences that…
Virtual-reality simulations of curved space are most effective and most fun when presented as a game (for example, curved-space billiards), so the user not only has something to see in the curved space, but also has something fun to do…
We present Roomify, a spatially-grounded transformation system that generates themed virtual environments anchored to users' physical rooms while maintaining spatial structure and functional semantics. Current VR approaches face a…
Humans can robustly follow a visual trajectory defined by a sequence of images (i.e. a video) regardless of substantial changes in the environment or the presence of obstacles. We aim at endowing similar visual navigation capabilities to…
Virtual Reality (VR) broadcasting has seen widespread adoption in major sports events, attributed to its ability to generate a sense of presence, curiosity, and excitement among viewers. However, we have noticed that still shots reveal a…
We propose a learning-based navigation system for reaching visually indicated goals and demonstrate this system on a real mobile robot platform. Learning provides an appealing alternative to conventional methods for robotic navigation:…
Redirected walking is a Virtual Reality(VR) locomotion technique which enables users to navigate virtual environments (VEs) that are spatially larger than the available physical tracked space. In this work we present a novel technique for…
This paper introduces an emerging motion planning problem by considering a human that is immersed into the viewing perspective of a remote robot. The challenge is to make the experience both effective (such as delivering a sense of…
Virtual reality (VR) is on the edge of getting a mainstream platform for gaming, education and product design. The feeling of being present in the virtual world is influenced by many factors and even more intriguing a single negative…
Navigation is an essential ability for mobile agents to be completely autonomous and able to perform complex actions. However, the problem of navigation for agents with limited (or no) perception of the world, or devoid of a fully defined…
Virtual globes have progressed from little-known technology to broadly popular software in a mere few years. We investigated this phenomenon through a survey and discovered that, while virtual globes are en vogue, their use is restricted to…