Natural walking in virtual reality: A review

NC Nilsson, S Serafin, F Steinicke… - … in Entertainment (CIE), 2018 - dl.acm.org
Recent technological developments have finally brought virtual reality (VR) out of the
laboratory and into the hands of developers and consumers. However, a number of …

Research trends in virtual reality locomotion techniques

ES Martinez, AS Wu… - 2022 IEEE Conference on …, 2022 - ieeexplore.ieee.org
Virtual reality (VR) researchers have had a long-standing interest in studying locomotion for
developing new techniques, improving upon prior ones, and analyzing their effects on users …

Hand interfaces: Using hands to imitate objects in ar/vr for expressive interactions

S Pei, A Chen, J Lee, Y Zhang - … of the 2022 CHI conference on human …, 2022 - dl.acm.org
Augmented reality (AR) and virtual reality (VR) technologies create exciting new
opportunities for people to interact with computing resources and information. Less exciting …

Assessing the accuracy of point & teleport locomotion with orientation indication for virtual reality using curved trajectories

M Funk, F Müller, M Fendrich, M Shene… - Proceedings of the …, 2019 - dl.acm.org
Room-scale Virtual Reality (VR) systems have arrived in users' homes where tracked
environments are set up in limited physical spaces. As most Virtual Environments (VEs) are …

Skyport: Investigating 3d teleportation methods in virtual environments

A Matviienko, F Müller, M Schmitz, M Fendrich… - Proceedings of the …, 2022 - dl.acm.org
Teleportation has become the de facto standard of locomotion in Virtual Reality (VR)
environments. However, teleportation with parabolic and linear target aiming methods is …

Jogging-in-Place: Exploring Body-Steering Methods for Jogging in Virtual Environments

M Hedlund, A Lundström, C Bogdan… - Proceedings of the 22nd …, 2023 - dl.acm.org
Walk-in-Place is an established locomotion technique for walking in virtual environments, as
it incorporates body motion similar to regular walking. Although there is extensive research …

Double hand-gesture interaction for walk-through in VR environment

F Zhang, S Chu, R Pan, N Ji, L Xi - 2017 IEEE/ACIS 16th …, 2017 - ieeexplore.ieee.org
In this paper, we present a double hand-gesture interaction (DHGI) method for walk-through
in VR environment with an Oculus Rift headset and Leap Motion function. The user can …

Triggerwalking: a biomechanically-inspired locomotion user interface for efficient realistic virtual walking

B Sarupuri, S Hoermann, F Steinicke… - Proceedings of the 5th …, 2017 - dl.acm.org
Most current virtual reality (VR) applications use some form of teleportation to cover large
distances, or real walking in room-scale setups for moving in virtual environments. Though …

[PDF][PDF] Sitting vs. Standing in VR: Towards a Systematic Classification of Challenges and (Dis) Advantages.

D Zielasko, BE Riecke - VR Workshops, 2020 - researchgate.net
Sitting vs. Standing in VR: Towards a Systematic Classification of Challenges and (Dis)Advantages
Page 1 Sitting vs. Standing in VR: Towards a Systematic Classification of Challenges and (Dis)Advantages …

Assisted walking-in-place: Introducing assisted motion to walking-by-cycling in embodied virtual reality

Y Moullec, M Cogné, J Saint-Aubert… - IEEE Transactions on …, 2023 - ieeexplore.ieee.org
In this paper, we investigate the use of a motorized bike to support the walk of a self-avatar
in virtual reality (VR). While existing walking-in-place (WIP) techniques render compelling …