Related papers: Locomotion in CAVE: Enhancing Immersion through Fu…
Compared to real world tasks, completing tasks in a virtual environment (VE) seldom involves the whole spectrum of skills the human body offers. User input in a VE is commonly accomplished through simple finger gestures, such as walking in…
Virtual reality (VR) environments have greatly expanded opportunities for immersive exploration, yet physically navigating these digital spaces remains a significant challenge. In this paper, we present the conceptual framework of NAVIS…
We have been developing a visualization application for CAVE-type virtual reality (VR) systems for more than a decade. This application, VFIVE, is currently used in several CAVE systems in Japan for routine visualizations. It is also used…
We developed an application launcher called Multiverse for scientific visualizations in a CAVE-type virtual reality (VR) system. Multiverse can be regarded as a type of three-dimensional (3D) desktop environment. In Multiverse, a user in a…
The virtual reality (VR) provides us a three-dimensional, immersive, and fully interactive visualization environment. To make the best use of the VR's potential in scientific visualization, a VR visualization software named VFIVE has been…
Immersiveness is the main characteristic of Virtual Reality(VR) applications. Precise integration between hardware design and software are necessary for providing a seamless virtual experience. Allowing the user to navigate the VR scene…
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…
VFIVE is a scientific visualization application for CAVE-type immersive virtual reality systems. The source codes are freely available. VFIVE is used as a research tool in various VR systems. It also lays the groundwork for developments of…
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…
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…
Natural interaction between multiple users within a shared virtual environment (VE) relies on each other's awareness of the current position of the interaction partners. This, however, cannot be warranted when users employ noncontinuous…
Vision-based locomotion has shown great promise in enabling legged robots to perceive and adapt to complex environments. However, visual information is inherently fragile, being vulnerable to occlusions, reflections, and lighting changes,…
This study investigates the potential of virtual reality (VR) for enhancing sales skills training using a Cave Automatic Virtual Environment (CAVE). VR technology enables users to practice interpersonal and negotiation skills in controlled,…
While Cave Automatic Virtual Environment (CAVE) systems have long enabled room-scale virtual reality and various kinds of interactivity, their content has largely remained predetermined. We present \textit{Storycaster}, a generative AI CAVE…
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…
This work compares three locomotion techniques for an immersive VR environment: two different types of teleporting (with and without animation) and a manual (joystick-based) technique. We tested the effect of these techniques on visual…
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…
The CAVE-type virtual reality (VR) system was introduced for scientific visualization of large scale data in the plasma simulation community about a decade ago. Since then, we have been developing a VR visualization software, VFIVE, for…
Recently, there has been growing interest in investigating the effects of self-representation on user experience and perception in virtual environments. However, few studies investigated the effects of levels of body representation…
Virtual reality (VR) is not a new technology but has been in development for decades, driven by advances in computer technology. Currently, VR technology is increasingly being used in applications to enable immersive, yet controlled…