Literature review of locomotion techniques in virtual reality.
H Cherni, N Métayer… - International Journal of …, 2020 - search.ebscohost.com
This study represents a systematic literature review in which we explored the locomotion
techniques in virtual reality between 2012 and 2019. We analysed and compared 22 …
techniques in virtual reality between 2012 and 2019. We analysed and compared 22 …
Virtual locomotion: a survey
M Al Zayer, P MacNeilage… - IEEE transactions on …, 2018 - ieeexplore.ieee.org
Virtual reality (VR) has enjoyed significant popularity in recent years. Where navigation has
been a fundamental appeal of 3D applications for decades, facilitating this in VR has been …
been a fundamental appeal of 3D applications for decades, facilitating this in VR has been …
Survey of immersive analytics
A Fonnet, Y Prie - IEEE transactions on visualization and …, 2019 - ieeexplore.ieee.org
Immersive analytics (IA) is a new term referring to the use of immersive technologies for data
analysis. Yet such applications are not new, and numerous contributions have been made in …
analysis. Yet such applications are not new, and numerous contributions have been made in …
Evaluating the effects of four VR locomotion methods: joystick, arm-cycling, point-tugging, and teleporting
N Coomer, S Bullard, W Clinton… - Proceedings of the 15th …, 2018 - dl.acm.org
In this work we present two novel methods of exploring a large immersive virtual
environment (IVE) viewed through a head-mounted display (HMD) using the tracked …
environment (IVE) viewed through a head-mounted display (HMD) using the tracked …
To sit or not to sit in vr: Analyzing influences and (dis) advantages of posture and embodied interaction
D Zielasko, BE Riecke - Computers, 2021 - mdpi.com
Virtual Reality (VR) users typically either sit or stand/walk when using VR; however, the
impact of this is little researched, and there is a lack of any broad or systematic analysis of …
impact of this is little researched, and there is a lack of any broad or systematic analysis of …
Comparing leaning-based motion cueing interfaces for virtual reality locomotion
In this paper, we describe a user study comparing five different locomotion interfaces for
virtual reality locomotion. We compared a standard non-motion cueing interface, Joystick …
virtual reality locomotion. We compared a standard non-motion cueing interface, Joystick …
A comparative study of virtual reality methods of interaction and locomotion based on presence, cybersickness, and usability
In recent years, virtual reality has experienced notorious technological advances in a quite
short time. In an attempt to quickly response to this technical developments, some designs …
short time. In an attempt to quickly response to this technical developments, some designs …
HeadJoystick: Improving flying in VR using a novel leaning-based interface
Flying in virtual reality (VR) using standard handheld controllers can be cumbersome and
contribute to unwanted side effects such as motion sickness and disorientation. This article …
contribute to unwanted side effects such as motion sickness and disorientation. This article …
Controlling teleportation-based locomotion in virtual reality with hand gestures: a comparative evaluation of two-handed and one-handed techniques
Virtual Reality (VR) technology offers users the possibility to immerse and freely navigate
through virtual worlds. An important component for achieving a high degree of immersion in …
through virtual worlds. An important component for achieving a high degree of immersion in …
Integrating continuous and teleporting vr locomotion into a seamless 'hyperjump'paradigm
Continuous locomotion in VR provides uninterrupted optical flow, which mimics real-world
locomotion and supports path integration. However, optical flow limits the maximum speed …
locomotion and supports path integration. However, optical flow limits the maximum speed …