SS Yeo, SY Park, SH Yun - Scientific Reports, 2024 - nature.com
This study investigated brain responses during cybersickness in healthy adults using functional near-infrared spectroscopy (fNIRS). Thirty participants wore a head-mounted …
L Chan, TW Mi, ZH Hsueh, YC Huang… - Proceedings of the CHI …, 2024 - dl.acm.org
We introduce Seated-WIP, a footstep-based locomotion technique tailored for users seated in confined spaces such as on an airplane. It emulates real-world walking using forefoot or …
Z Zhao, Y Li, HN Liang - 2023 IEEE International Symposium …, 2023 - ieeexplore.ieee.org
Locomotion plays a critical role in user experience in Virtual Reality (VR). This work presents a novel locomotion device, LeanOn, which aims to enhance immersion and feedback …
D Hirobe, S Shirai, J Orlosky, M Alizadeh… - IEEE Transactions …, 2024 - ieeexplore.ieee.org
Virtual reality (VR) video games that are played on a VR headset are becoming increasingly common in households, and though many games require players to navigate vast virtual …
A Prithul, H Lynam, E Folmer - ACM Games: Research and Practice, 2024 - dl.acm.org
Teleportation has been adopted as the preferred mode of navigation in many virtual reality (VR) experiences due to its ability to allow users to easily move beyond the limitations of the …
D Zielasko, M Späth, M Wölwer - arXiv preprint arXiv:2406.14212, 2024 - arxiv.org
In this work, we explore the integration of discontinuous Orientation Selection into steering interfaces intending to preserve the seamless sensation of real-world movement, while …
MG Nelson, C Mousas - 2024 IEEE International Symposium …, 2024 - ieeexplore.ieee.org
Body-directed inputs allow users to utilize a transfer function mapped to shifts in the center of mass to control navigation in virtual reality. Researchers have evaluated various devices but …
Abstract In Virtual Reality (VR), users often experience cybersickness due to sensory conflicts between visual and physical motion cues when using hand-based controllers. This …
This study investigated the effects of multimodal interfaces and immersive virtual environments on cognitive load. Participants played a first-person target shooting game with …