Jacob Freiberg

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Egocentric distances in virtual environments are commonly underperceived by up to 50 % of the intended distance. However, a brief period of interaction in which participants walk through the virtual environment while receiving visual feedback can dramatically improve distance judgments. Two experiments were designed to explore whether the increase in(More)
We describe design considerations in Serpentine Dance, Refocused (SDR), an interactive movement installation that pays homage to Loïe Fuller's mesmerizing creations of light and motion. Our design goals were inspired by kinesthetic empathy research. Fuller created the Serpentine Dance (1891) at a time when many artists turned to abstraction as a way(More)
Illusions of self-motion (vection) can provide compelling sensations of moving through virtual environments without the need for complex motion simulators or large tracked physical walking spaces. Here we explore the interaction between biomechanical cues (stepping along a rotating circular treadmill) and visual cues (viewing simulated self-rotation) for(More)
Many of today's virtual reality (VR) setups are very much focused on technical aspects rather then the benefits of a coherent user experience. This work explores the idea of enhancing the VR experience with a transition phase. On a physical level, this transition offers the user a meaningful metaphor for entering a new world, mimicking a real physical(More)
Locomotion interfaces that support physical self-motion in virtual reality facilitate spatial updating, but have relatively high cost and typically require large physical spaces. A better understanding of the illusion of self-motion, or vection, presents a potential solution to this problem. Though circular self-motion illusions induced using only visuals(More)
With affordable high performance VR displays becoming commonplace, users are becoming increasingly aware of the need for well-designed locomotion interfaces that support these displays. After considering the needs of users, we quantitatively evaluated an embodied locomotion interface called the NaviChair according to usability needs and fulfillment of(More)
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