Proceedings of the 22nd ACM Conference on Virtual Reality Software and Technology 2016
DOI: 10.1145/2993369.2996348
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Effects of speed and transitions on target-based travel techniques

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Cited by 27 publications
(8 citation statements)
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“…Previous academic research into the relationship between navigation speed and motion sickness in VR has observed a stabilization of nausea ratings at high speeds, but not a drop of the kind that would naturally lead to this conclusion [13]. Other research has simply concluded that infinite velocity techniques (teleportation) cause less discomfort [8].…”
Section: Conclusion: Short Fast Movementsmentioning
confidence: 98%
“…Previous academic research into the relationship between navigation speed and motion sickness in VR has observed a stabilization of nausea ratings at high speeds, but not a drop of the kind that would naturally lead to this conclusion [13]. Other research has simply concluded that infinite velocity techniques (teleportation) cause less discomfort [8].…”
Section: Conclusion: Short Fast Movementsmentioning
confidence: 98%
“…According to the results of the study's performance measurement, the gamepad-based approach seemed to be faster and more comfortable to operate within the context of a simple path following task (Cardoso 2016). Medeiros et al (2016) investigated the effects of speed and transition on target-based travel techniques in VR. Implementing and evaluating three travel techniques (teleportation, linear motion, and animated teleport box) in regard to travel time, speed, and transitions, they conclude that infinite velocity techniques (teleportation) cause less discomfort, and that cybersickness and performance are not significantly impacted by the addition of transition effects to these kinds of techniques (Medeiros et al 2016).…”
Section: Locomotionmentioning
confidence: 99%
“…Following a target-based travel approach (Medeiros et al 2016), the user has the ability to move between and explore the nodes in the three-dimensional space, while explicitly linking the user's position to one node at all times, allowing easy identification of the current (data) item of interest.…”
Section: Concept and Interaction Designmentioning
confidence: 99%
“…GEtiT VR utilizes the same GMs as GEtiT but realizes them in a diegetic way [67] to increase the system's naturalness, presence, and usability [68,69]. Naturalness refers to the degree with which actions and effects in a VE correspond to the actions and effects in the real world [70].…”
Section: Getit Vrmentioning
confidence: 99%