Cybersickness in current-generation virtual reality head-mounted displays: systematic review and outlook
Cybersickness (CS) is a term used to refer to symptoms, such as nausea, headache, and
dizziness that users experience during or after virtual reality immersion. Initially discovered …
dizziness that users experience during or after virtual reality immersion. Initially discovered …
Examining design choices of questionnaires in VR user studies
Questionnaires are among the most common research tools in virtual reality (VR) user
studies. Transitioning from virtuality to reality for giving self-reports on VR experiences can …
studies. Transitioning from virtuality to reality for giving self-reports on VR experiences can …
I'm a giant: Walking in large virtual environments at high speed gains
Advances in tracking technology and wireless headsets enable walking as a means of
locomotion in Virtual Reality. When exploring virtual environments larger than room-scale, it …
locomotion in Virtual Reality. When exploring virtual environments larger than room-scale, it …
Datahop: Spatial data exploration in virtual reality
Virtual reality has recently been adopted for use within the domain of visual analytics
because it can provide users with an endless workspace within which they can be actively …
because it can provide users with an endless workspace within which they can be actively …
Podoportation: Foot-based locomotion in virtual reality
Virtual Reality (VR) allows for infinitely large environments. However, the physical
traversable space is always limited by real-world boundaries. This discrepancy between …
traversable space is always limited by real-world boundaries. This discrepancy between …
Group navigation for guided tours in distributed virtual environments
Group navigation can be an invaluable tool for performing guided tours in distributed virtual
environments. Related work suggests that group navigation techniques should be …
environments. Related work suggests that group navigation techniques should be …
Virtual performance augmentation in an immersive jump & run exergame
C Ioannou, P Archard, E O'neill… - Proceedings of the 2019 …, 2019 - dl.acm.org
Human performance augmentation through technology has been a recurring theme in
science and culture, aiming to increase human capabilities and accessibility. We investigate …
science and culture, aiming to increase human capabilities and accessibility. We investigate …
Sicknificant Steps: A Systematic Review and Meta-analysis of VR Sickness in Walking-based Locomotion for Virtual Reality
Walking-based locomotion techniques in virtual reality (VR) can use redirection to enable
walking in a virtual environment larger than the physical one. This results in a mismatch …
walking in a virtual environment larger than the physical one. This results in a mismatch …
Directions for 3D user interface research from consumer VR games
With the continuing development of affordable immersive virtual reality (VR) systems, there
is now a growing market for consumer content. The current form of consumer systems is not …
is now a growing market for consumer content. The current form of consumer systems is not …
Urbanrama: Navigating cities in virtual reality
Exploring large virtual environments, such as cities, is a central task in several domains,
such as gaming and urban planning. VR systems can greatly help this task by providing an …
such as gaming and urban planning. VR systems can greatly help this task by providing an …