To sit or not to sit in vr: Analyzing influences and (dis) advantages of posture and embodied interaction

D Zielasko, BE Riecke - Computers, 2021 - mdpi.com
Virtual Reality (VR) users typically either sit or stand/walk when using VR; however, the
impact of this is little researched, and there is a lack of any broad or systematic analysis of …

Beyond the eye: multisensory contributions to the sensation of illusory self-motion (Vection)

BE Riecke, B Murovec, JL Campos, B Keshavarz - Multisensory Research, 2023 - brill.com
Vection is typically defined as the embodied illusion of self-motion in the absence of real
physical movement through space. Vection can occur in real-life situations (eg,'train illusion') …

Take a Seat, Make a Gesture: Charting User Preferences for On-Chair and From-Chair Gesture Input

AT Andrei, LB Bilius, RD Vatavu - Proceedings of the CHI Conference on …, 2024 - dl.acm.org
We explore the chair as a referential frame for facilitating hand gesture input to control
interactive systems. First, we conduct a Systematic Literature Review on the topic of …

Integrating continuous and teleporting vr locomotion into a seamless 'hyperjump'paradigm

A Adhikari, D Zielasko, I Aguilar, A Bretin… - … on Visualization and …, 2022 - ieeexplore.ieee.org
Continuous locomotion in VR provides uninterrupted optical flow, which mimics real-world
locomotion and supports path integration. However, optical flow limits the maximum speed …

Leaning-based interfaces improve simultaneous locomotion and object interaction in VR compared to the handheld controller

AM Hashemian, A Adhikari, IA Aguilar… - … on Visualization and …, 2023 - ieeexplore.ieee.org
Physical walking is often considered the gold standard for VR travel whenever feasible.
However, limited free-space walking areas in the real-world do not allow exploring larger …

Exploring Locomotion Methods with Upright Redirected Views for VR Users in Reclining & Lying Positions

T Luo, C Cai, Y Zhao, Y Fan, Z Pan, T Han… - Proceedings of the 36th …, 2023 - dl.acm.org
Using VR in reclining & lying positions is getting common for users, but upward views
caused by posture have to be redirected to be parallel to the ground as when users are …

Virtual transcendent dream: empowering people through embodied flying in virtual reality

P Liu, ER Stepanova, A Kitson, T Schiphorst… - Proceedings of the …, 2022 - dl.acm.org
Flying dreams have the potential to evoke a feeling of empowerment (or self-efficacy,
confidence in our ability to succeed) and self-transcendent experience (STE), which have …

Exploring Sensory Conflict Effect Due to Upright Redirection While Using VR in Reclining & Lying Positions

T Luo, Z He, C Cai, T Han, Z Pan, F Tian - Proceedings of the 35th …, 2022 - dl.acm.org
When users use Virtual Reality (VR) in nontraditional postures, such as while reclining or
lying in relaxed positions, their views lean upwards and need to be corrected, to make sure …

Locomotion-based UAV control toward the internet of senses

N Sehad, B Cherif, I Khadraoui… - … on Circuits and …, 2023 - ieeexplore.ieee.org
The emergence of 5th-generation networks and the introduction of the ultra-low latency
Internet, namely, tactile Internet, by the International Telecommunication Union (ITU), has …

Performance and user experience studies of hilles: Home-based immersive lower limb exergame system

YY Chung, TM Annaswamy… - Proceedings of the 14th …, 2023 - dl.acm.org
Head-Mounted Devices (HMDs) have become popular for home-based immersive gaming.
However, using lower limb motion in the immersive virtual environment is still restricted. This …