Browse Conferences
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 (Xbox), with four motion cueing interfaces, NaviChair (stool...
Evaluation of approaching-strategies of temporarily required virtual assistants in immersive environments
Embodied, virtual agents provide users assistance in agent-based support systems. To this end, two closely linked factors have to be considered for the agents' behavioral design: their presence time (PT), i.e., the time in which the agents ...
The effects of presentation method and simulation fidelity on psychomotor education in a bimanual metrology training simulation
In this study, we empirically evaluated the effects of presentation method and simulation fidelity on task performance and psychomotor skills acquisition in an immersive bimanual simulation towards precision metrology education. In a 2 × 2 ...
Specimen Box: A tangible interaction technique for world-fixed virtual reality displays
Object selection and manipulation in world-fixed displays such as CAVE-type systems are typically achieved with tracked input devices, which lack the tangibility of real-world interactions. Conversely, due to the visual blockage of the real...
A reliable non-verbal vocal input metaphor for clicking
While experiencing an immersive virtual environment a suitable trigger metaphor is often needed, e.g. for the interaction with objects out of physical reach or system control. The BlowClick approach [35] that is based on non-verbal vocal in...
Exploring natural eye-gaze-based interaction for immersive virtual reality
Eye tracking technology in a head-mounted display has undergone rapid advancement in recent years, making it possible for researchers to explore new interaction techniques using natural eye movements. This paper explores three novel eye-gaz...
An arm-mounted inertial controller for 6DOF input: Design and evaluation
We designed a low-cost arm-mounted wearable 3D input device that uses inertial measurement units. The device is an alternative to tracking systems requiring fixed frames of reference. The device employs two inertial sensors mounted on the a...
Increasing optical tracking workspace of VR applications using controlled cameras
We propose an approach to greatly increase the tracking workspace of VR applications without adding new sensors. Our approach relies on controlled cameras able to follow the tracked markers all around the VR workspace providing 6DoF trackin...
Towards efficient spatial compression in self-overlapping virtual environments
Space available for any virtual reality experience is often strictly limited and abridges the virtual world to a size of a room. To extend the amount of virtual space accessible by walking within the same real workspace the methods of spati...
Pano: Design and evaluation of a 360° through-the-lens technique
Virtual Reality experiments have enabled immersed users to perform virtual tasks in a Virtual Environment (VE). Before beginning a task, however, users must locate and select the different objects they will need in the VE. This first step i...