Browse Conferences
Optimized graph extraction and locomotion prediction for redirected walking
Redirected walking with advanced planners such as MPCRed or FORCE requires both knowledge about the virtual environment - mostly in the form of a skeleton graph representing the virtual environment - and a robust prediction of the user's ac...
Bookshelf and Bird: Enabling Real Walking in Large VR Spaces through Cell-Based Redirection
We present two novel redirection techniques to enable real walking in large virtual environments (VEs) using only “room-scale” tracked spaces. The techniques, called Bookshelf and Bird, provide narrative-consistent redirection to keep the...
Interpretation of navigation information modulates the effect of the waist-type Hanger Reflex on walking
The Hanger Reflex is a phenomenon in which the head rotates unintentionally when force is applied via a wire hanger placed on the head. This phenomenon is caused by physical pressure on the skin, and the direction of the Hanger Reflex modul...
FlexiFingers: Multi-finger interaction in VR combining passive haptics and pseudo-haptics
3D interaction in virtual reality often requires to manipulate and feel virtual objects with our fingers. Although existing haptic interfaces can be used for this purpose (e.g. force-feedback exoskeleton gloves), they are still bulky and ex...
Spatialized vibrotactile feedback contributes to goal-directed movements in cluttered virtual environments
In virtual reality (VR), spatial awareness is a dominant research topic. It plays an essential role in the assessment of human operators' behavior within virtual environments (VE), notably for the evaluation of the feasibility of manual mai...
Vibrotactile assistance for user guidance towards selection targets in VR and the cognitive resources involved
Current head-mounted displays (HMDs) provide a large binocular field of view (FOV) for natural interaction in virtual environments (VEs). However, the selection of objects located in the periphery and outside the FOV requires visual search ...
Force and vibrotactile integration for 3D user interaction within virtual environments
Proper integration of sensory cues facilitates 3D user interaction within virtual environments (VEs). Studies on multi-sensory integration of visual and haptic cues revealed that the integration follows maximum likelihood estimation (MLE). ...
Evaluating perceived distance measures in room-scale spaces using consumer-grade head mounted displays
Distance misperception (sometimes, distance compression) in immersive virtual environments is an active area of study, and the recent availability of consumer-grade display and tracking technologies raises new questions. This work explores ...
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 ...