Proceedings of the 30th Annual ACM Symposium on User Interface Software and Technology 2017
DOI: 10.1145/3126594.3126645
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Abstract: Virtual Reality allow users to explore virtual environments naturally, by moving their head and body. However, the size of the environments they can explore is limited by real world constraints, such as the tracking technology or the physical space available. Existing techniques removing these limitations often break the metaphor of natural navigation in VR (e.g. steering techniques), involve control commands (e.g., teleporting) or hinder precise navigation (e.g., scaling user's displacements). This paper prop… Show more

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Cited by 11 publications
(3 citation statements)
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“…The conventional methods used in many VR games and simulators are based on steering (e.g., first-person shooting game) and teleporting using controllers or joysticks or gaze [91,92] (Figure 8). Additional hardware may be utilized for walking, cycling, driving, and flying in a 3D environment [29,93] (Figure 8), and 3D navigation may not always be easy, usually requiring additional cues [94,95], compared to 2D map-based navigation, which provides a better overview [96].…”
Section: Navigationmentioning
confidence: 99%
“…The conventional methods used in many VR games and simulators are based on steering (e.g., first-person shooting game) and teleporting using controllers or joysticks or gaze [91,92] (Figure 8). Additional hardware may be utilized for walking, cycling, driving, and flying in a 3D environment [29,93] (Figure 8), and 3D navigation may not always be easy, usually requiring additional cues [94,95], compared to 2D map-based navigation, which provides a better overview [96].…”
Section: Navigationmentioning
confidence: 99%
“…Using translational gains, these techniques can even be extended to modulate visual perception involving more complex actions (beyond hand-object interaction in desktopbased experiments), such as walking (Razzaque et al, 2001). Some examples include techniques that modulate the perception of walking speed (Montano-Murillo et al, 2017), walking elevation (Nagao et al, 2017), and distance travelled (Sun et al, 2018).…”
Section: Visual Stimulation Beyond the Screenmentioning
confidence: 99%
“…Based on our results, the follow up work is to carry out an extensive evaluation in actual HCI applications, particularly in VR. Some examples are: a) how much visual scaling factors affect user's SoA in navigations techniques [49,76]; b) the effect of virtual presence (induced by scenes visualization) on the sense of personal agency [63]; c) to what extent the experience of agency is modified by retargeting techniques [4] without losing significant feeling of control; d) how optimization techniques can improve user's sense of controlling a menu system [5] and e) measure illusion of agency in more complex displays such as gestural interaction and mid-air haptic feedback (e.g., training simulators or videogames). For instance, we may say that video gamers perceive SoA while interacting with a virtual environment even when they are just observing a virtual representation of their body.…”
Section: Future Workmentioning
confidence: 99%