Multimodality in VR: A survey

D Martin, S Malpica, D Gutierrez, B Masia… - ACM Computing …, 2022 - dl.acm.org
Virtual reality (VR) is rapidly growing, with the potential to change the way we create and
consume content. In VR, users integrate multimodal sensory information they receive to …

Measuring presence in virtual environments: A survey

V Souza, A Maciel, L Nedel, R Kopper - ACM Computing Surveys (CSUR …, 2021 - dl.acm.org
The effectiveness of a virtual reality experience is strongly affected by the sense of presence
of the users involved. This article reviews the different definitions of presence and the main …

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 …

Estimation of detection thresholds for redirected walking techniques

F Steinicke, G Bruder, J Jerald… - IEEE transactions on …, 2009 - ieeexplore.ieee.org
In immersive virtual environments (IVEs), users can control their virtual viewpoint by moving
their tracked head and walking through the real world. Usually, movements in the real world …

[图书][B] The neural bases of multisensory processes

MM Murray, MT Wallace - 2011 - taylorfrancis.com
It has become accepted in the neuroscience community that perception and performance
are quintessentially multisensory by nature. Using the full palette of modern brain imaging …

Scene transitions and teleportation in virtual reality and the implications for spatial awareness and sickness

K Rahimi, C Banigan, ED Ragan - IEEE transactions on …, 2018 - ieeexplore.ieee.org
Various viewing and travel techniques are used in immersive virtual reality to allow users to
see different areas or perspectives of 3D environments. Our research evaluates techniques …

In the blink of an eye: leveraging blink-induced suppression for imperceptible position and orientation redirection in virtual reality

E Langbehn, F Steinicke, M Lappe, GF Welch… - ACM Transactions on …, 2018 - dl.acm.org
Immersive computer-generated environments (aka virtual reality, VR) are limited by the
physical space around them, eg, enabling natural walking in VR is only possible by …

Missing the point: an exploration of how to guide users' attention during cinematic virtual reality

LT Nielsen, MB Møller, SD Hartmeyer… - Proceedings of the …, 2016 - dl.acm.org
Recent technological advances have brought Virtual Reality (VR) into the homes of
consumers, and there is a growing interest in bringing cinematic experiences from the …

Walking improves your cognitive map in environments that are large-scale and large in extent

RA Ruddle, E Volkova, HH Bülthoff - ACM Transactions on Computer …, 2011 - dl.acm.org
This study investigated the effect of body-based information (proprioception, etc.) when
participants navigated large-scale virtual marketplaces that were either small (Experiment 1) …

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 …