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Locomotion in Virtual Reality (VR) is an important part of VR applications. Many scientists are enriching the community with different variations that enable locomotion in VR. Some of the most promising methods are gesture-based and do not…

人机交互 · 计算机科学 2022-06-17 Alexander Schäfer , Gerd Reis , Didier Stricker

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…

人机交互 · 计算机科学 2022-08-18 M. Rasel Mahmud , Michael Stewart , Alberto Cordova , John Quarles

Mobile gaze tracking involves inferring a user's gaze point or direction on a mobile device's screen from facial images captured by the device's front camera. While this technology inspires an increasing number of gaze-interaction…

人机交互 · 计算机科学 2025-05-30 Yaxiong Lei , Yuheng Wang , Fergus Buchanan , Mingyue Zhao , Yusuke Sugano , Shijing He , Mohamed Khamis , Juan Ye

Reality Distortion Room (RDR) is a proof-of-concept augmented reality system using projection mapping and unencumbered interaction with the Microsoft RoomAlive system to study a user's locomotive response to visual effects that seemingly…

人机交互 · 计算机科学 2025-10-29 You-Jin Kim , Andrew D. Wilson , Jennifer Jacobs , Tobias Höllerer

It is difficult to conduct training and evaluate workers' postural performance by using the actual job site environment due to safety concerns. Virtual reality (VR) provides an alternative to create immersive working environments without…

人机交互 · 计算机科学 2019-06-21 Mahmoud Habibnezhad , Jay Puckett , Mohammad Sadra Fardhosseini , Lucky Agung Pratama

Locomotion is one of the most essential interaction tasks in virtual reality (VR) with teleportation being widely accepted as the state-of-the-art locomotion technique at the time of this writing. A major draw-back of teleportation is the…

人机交互 · 计算机科学 2021-06-09 Dennis Wolf , Michael Rietzler , Laura Bottner , Enrico Rukzio

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…

人机交互 · 计算机科学 2025-10-10 Rachel L. Franz , Jacob O. Wobbrock

Previous studies showed that natural walking reduces the susceptibility to VR sickness. However, many users still experience VR sickness when wearing VR headsets that allow free walking in room-scale spaces. This paper studies VR sickness…

人机交互 · 计算机科学 2023-02-23 Carlos Alfredo Tirado Cortes , Chin-Teng Lin , Tien-Thong Nguyen Do , Hsiang-Ting Chen

Human crowd simulation in virtual reality (VR) is a powerful tool with potential applications including emergency evacuation training and assessment of building layout. While haptic feedback in VR enhances immersive experience, its effect…

Predicting gaze behavior in virtual reality environments remains a significant challenge with implications for rendering optimization and interface design. This paper introduces a multimodal approach to VR gaze prediction that combines…

计算机视觉与模式识别 · 计算机科学 2025-11-26 Farhaan Ebadulla , Chiraag Mudlpaur , Shreya Chaurasia , Gaurav BV

Virtual reality (VR) has seen increased use for training and instruction. Designers can enable VR users to gain insights into their own performance by visualizing telemetry data from their actions in VR. Our ability to detect patterns and…

人机交互 · 计算机科学 2021-12-16 Andreas Bueckle , Kilian Buehling , Patrick C. Shih , Katy Borner

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…

人机交互 · 计算机科学 2022-12-29 June-Young Hwang , Soon-Uk Kwon , Yong-Hun Cho , Sang-Bin Jeon , In-Kwon Lee

Recently, round-trip time (RTT) measured by a fine-timing measurement protocol has received great attention in the area of WiFi positioning. It provides an acceptable ranging accuracy in favorable environments when a line-of-sight (LOS)…

网络与互联网体系结构 · 计算机科学 2021-04-02 Kyuwon Han , Seung Min Yu , Seong-Lyun Kim , Seung-Woo Ko

Retargeting methods that modify the visual representation of real movements have been widely used to expand the interaction space and create engaging virtual reality experiences. For optimal user experience and performance, it is essential…

人机交互 · 计算机科学 2024-09-02 Hyunyoung Jang , Jinwook Kim , Jeongmi Lee

As social VR grows in popularity, understanding how to optimise interactions becomes increasingly important. Interpersonal distance (the physical space people maintain between each other) is a key aspect of user experience. Previous work in…

人机交互 · 计算机科学 2026-05-01 Rose Connolly , Lauren Buck , Victor Zordan , Rachel McDonnell

Operators want to maintain awareness of the structure being tested while observing sensor data. Normally the human's gaze shifts to a separate device or screen during the experiment for data information, missing the structure's physical…

人机交互 · 计算机科学 2021-10-08 Elijah Wyckoff , Marlan Ball , Fernando Moreu

This study investigates the effects of anthropometric attributes, biological sex, and posture on translational body kinematic responses in translational vibrations. In total, 35 participants were recruited. Perturbations were applied on a…

机器学习 · 统计学 2023-06-22 M. M. Cvetković , R. Desai , K. N. de Winkel , G. Papaioannou , R. Happee

The integration of technology into exercise regimens has emerged as a strategy to enhance normal human capabilities and return human motor function after injury or illness by enhancing motor learning and retention. Much research has focused…

The present study investigates users' movement behavior in a virtual environment when they attempted to avoid a virtual character. At each iteration of the experiment, four conditions (Self-Avatar LookAt, No Self-Avatar LookAt, Self-Avatar…

People differ in how much they move their head versus their eyes when shifting gaze, yet such tendencies remain largely unexplored in HCI. We introduce head movement tendencies as a fundamental dimension of individual difference in VR and…

人机交互 · 计算机科学 2026-02-09 Jinghui Hu , Ludwig Sidenmark , Hock Siang Lee , Hans Gellersen