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 …

Controlling teleportation-based locomotion in virtual reality with hand gestures: a comparative evaluation of two-handed and one-handed techniques

A Schäfer, G Reis, D Stricker - Electronics, 2021 - mdpi.com
Virtual Reality (VR) technology offers users the possibility to immerse and freely navigate
through virtual worlds. An important component for achieving a high degree of immersion in …

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 …

How to take a brake from embodied locomotion–seamless status control methods for seated leaning interfaces

C Flemming, B Weyers… - 2022 IEEE Conference on …, 2022 - ieeexplore.ieee.org
Embodied locomotion, especially leaning, has one major problem. Effectively the regular
functionality of the utilized body parts is overwritten. Thus, in this work, we propose 6 …

Controlling continuous locomotion in virtual reality with bare hands using hand gestures

A Schäfer, G Reis, D Stricker - … Conference on Virtual Reality and Mixed …, 2022 - Springer
Moving around in a virtual world is one of the essential interactions for Virtual Reality (VR)
applications. The current standard for moving in VR is using a controller. Recently, VR Head …

Systematic design space exploration of discrete virtual rotations in vr

D Zielasko, J Heib, B Weyers - … on Virtual Reality and 3D User …, 2022 - ieeexplore.ieee.org
Continuous virtual rotation is likely one of the biggest contributors to cybersickness, while
simultaneously being necessary for many VR scenarios where the user, for instance, is …

Effects of field of view on dynamic out-of-view target search in virtual reality

K Grinyer, RJ Teather - … IEEE Conference on Virtual Reality and …, 2022 - ieeexplore.ieee.org
We present a study of the effects of field of view (FOV), target movement, and number of
targets on visual search performance in virtual reality. We compared visual search tasks in …

Subject 001-a detailed self-report of virtual reality induced sickness

D Zielasko - 2021 IEEE Conference on Virtual Reality and 3D …, 2021 - ieeexplore.ieee.org
Cybersickness is a show stopper and fortunately, the awareness of this has massively raised
within the last couple of years. Still, a lot of people do not know how it feels and draw wrong …

Come Look at This: Supporting Fluent Transitions between Tightly and Loosely Coupled Collaboration in Social Virtual Reality

P Bimberg, D Zielasko, B Weyers… - … on Visualization and …, 2024 - ieeexplore.ieee.org
Collaborative work in social virtual reality often requires an interplay of loosely coupled
collaboration from different virtual locations and tightly coupled face-to-face collaboration …