Proceedings of the Annual Symposium on Computer-Human Interaction in Play 2019
DOI: 10.1145/3311350.3347183
|View full text |Cite
|
Sign up to set email alerts
|

Outstanding: A Multi-Perspective Travel Approach for Virtual Reality Games

Abstract: Figure 1. Our proposed navigation technique allows players to switch to a scaled third-person perspective on demand and control a virtual avatar to cover large distances in open world VR scenarios. ABSTRACTIn virtual reality games, players dive into fictional environments and can experience a compelling and immersive world. State-of-the-art VR systems allow for natural and intuitive navigation through physical walking. However, the tracking space is still limited, and viable alternatives are required to reach … Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1
1

Citation Types

0
14
0

Year Published

2020
2020
2023
2023

Publication Types

Select...
4
3
1

Relationship

0
8

Authors

Journals

citations
Cited by 34 publications
(14 citation statements)
references
References 45 publications
0
14
0
Order By: Relevance
“…Regarding teleportation improvements, few papers specifically set out to improve a known disadvantage of teleportation, i.e., Bhandari et al (2018b) specifically aimed to reduce spatial disorientation whereas others [i.e., Bolte et al (2011) and Cmentowski et al (2019)] found spatial awareness to increase as a side effect. Liu et al (2018) set out to improve tracking space utilization, but this was not a previously identified problem with teleportation.…”
Section: Discussion and Future Workmentioning
confidence: 99%
See 2 more Smart Citations
“…Regarding teleportation improvements, few papers specifically set out to improve a known disadvantage of teleportation, i.e., Bhandari et al (2018b) specifically aimed to reduce spatial disorientation whereas others [i.e., Bolte et al (2011) and Cmentowski et al (2019)] found spatial awareness to increase as a side effect. Liu et al (2018) set out to improve tracking space utilization, but this was not a previously identified problem with teleportation.…”
Section: Discussion and Future Workmentioning
confidence: 99%
“…Randomly appearing and disappearing avatars is likely also to be detrimental to presence. Using a third person perspective Cmentowski et al (2019); Griffin and Folmer (2019) which maintains a continuous avatar representation could be a solution but how it affects presence has not been studied in multi-user environments yet. With teleportation likely continuing being the default VLT for many VR experiences, figuring out how its presence can be improved, especially in multi-user environments, would be an important question for future research.…”
Section: Discussion and Future Workmentioning
confidence: 99%
See 1 more Smart Citation
“…Salamin [39] and Gorisse [15] found that 3PP provides a wider view of the periphery of the virtual body, increasing user's spatial awareness. Cmentowski et al [8] found that navigating in a bird-eye 3PP can reduce user's disorientation after relocation.…”
Section: Pp and 3ppmentioning
confidence: 99%
“…One such early system, named GulliVR [Krekhov et al 2018] is used as the basis for this paper. While GulliVR used the "Giant mode" technique, it did not employ an avatar, which many subsequent studies have done, including a hybrid approach by the same authors which combines a Giant avatar with teleportation [Cmentowski et al 2019].…”
Section: Introductionmentioning
confidence: 99%