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Walking is the most natural form of locomotion for humans, and real walking interfaces have demonstrated their benefits for several navigation tasks. With recently proposed redirection techniques it becomes possible to overcome space limitations as imposed by tracking sensors or laboratory setups, and, theoretically, it is now possible to walk through(More)
Previous work has shown that giving a user a first-person virtual avatar can increase the accuracy of their egocentric distance judgments in an immersive virtual environment (IVE). This result provides one of the rare examples of a manipulation that can enable improved spatial task performance in a virtual environment without potentially compromising the(More)
Non-photorealistic rendering (NPR) is a representational technique that allows communicating the essence of a design while giving the viewer the sense that the design is open to change. Our research aims to address the question of how to effectively use non-photorealistic rendering in immersive virtual environments to enable the intuitive exploration of(More)
In previous work, we have found significant differences in the accuracy with which people make initial spatial judgments in different types of head-mounted, display-based immersive virtual environments (IVEs; Phillips, Interrante, Kaeding, Ries, & Anderson, 2010). In particular, we have found that people tend to less severely underestimate egocentric(More)
Non-photorealistically rendered (NPR) immersive virtual environments (IVEs) can facilitate the process of conceptual design in architecture by enabling preliminary design sketches to be previewed and experienced at full scale, from a first-person perspective. However, to this end it is critical to ensure the accurate spatial perception of the represented(More)
We share the results of a preliminary experiment where participants performed a simple task in a control immersive virtual environment (IVE) followed by a stressful IVE. Participants' gaits were recorded with a motion capture system. We computed speed, stride length, and stride width for each participant and found that participants take significantly(More)
In previous work, we have found significant differences in participants' distance perception accuracy in different types of immersive virtual environments (IVEs). Could these differences be an indication of, or consequence of, differences in participants' sense of presence under these different virtual environment conditions? In this paper, we report the(More)
Redirection techniques have shown great potential for enabling users to travel in large-scale virtual environments while their physical movements have been limited to a much smaller laboratory space. Traditional redirection approaches introduce a subliminal discrepancy between real and virtual motions of the user by subtle manipulations , which are thus(More)