Cyber sickness in low-immersive, semi-immersive, and fully immersive virtual reality
S Martirosov, M Bureš, T Zítka - Virtual Reality, 2022 - Springer
It is known that virtual reality (VR) experience may cause cyber sickness. One aspect of VR
is an immersion or otherwise sense of presence, the sense of feeling oneself in a virtual …
is an immersion or otherwise sense of presence, the sense of feeling oneself in a virtual …
From teleportation to climbing: A review of locomotion techniques in the most used commercial virtual reality applications
Exploration of virtual reality locomotion has a rich history, including in the creation of
taxonomies categorising individual techniques. However, most existing research collects …
taxonomies categorising individual techniques. However, most existing research collects …
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 …
Mind the gap: The underrepresentation of female participants and authors in virtual reality research
A common goal of human-subject experiments in virtual reality (VR) research is evaluating
VR hardware and software for use by the general public. A core principle of human-subject …
VR hardware and software for use by the general public. A core principle of human-subject …
Impossible spaces: Maximizing natural walking in virtual environments with self-overlapping architecture
EA Suma, Z Lipps, S Finkelstein… - IEEE Transactions on …, 2012 - ieeexplore.ieee.org
Walking is only possible within immersive virtual environments that fit inside the boundaries
of the user's physical workspace. To reduce the severity of the restrictions imposed by …
of the user's physical workspace. To reduce the severity of the restrictions imposed by …
A systematic literature review of virtual reality locomotion taxonomies
The change of the user's viewpoint in an immersive virtual environment, called locomotion,
is one of the key components in a virtual reality interface. Effects of locomotion, such as …
is one of the key components in a virtual reality interface. Effects of locomotion, such as …
Leveraging change blindness for redirection in virtual environments
We present change blindness redirection, a novel technique for allowing the user to walk
through an immersive virtual environment that is considerably larger than the available …
through an immersive virtual environment that is considerably larger than the available …
A comparative study of navigation interfaces in virtual reality environments: A mixed-method approach
Recently, motion-based navigation interfaces have been widely utilized in virtual reality (VR)
environments. However, improper navigation interfaces can negatively impact the VR …
environments. However, improper navigation interfaces can negatively impact the VR …
Fast human pose estimation using appearance and motion via multi-dimensional boosting regression
We address the problem of estimating human pose in video sequences, where rough
location has been determined. We exploit both appearance and motion information by …
location has been determined. We exploit both appearance and motion information by …
Evaluating the effects of collaboration and competition in navigation tasks and spatial knowledge acquisition within virtual reality environments
Current virtual reality environments, due to their higher viewing resolution and degree of
immersion, can help users to acquire spatial knowledge with more ease. In addition, they …
immersion, can help users to acquire spatial knowledge with more ease. In addition, they …