2013
DOI: 10.1080/10447318.2013.796441
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A Pilot Study of the VirtuSphere as a Virtual Reality Enhancement

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Cited by 29 publications
(12 citation statements)
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References 23 publications
(17 reference statements)
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“…technique, the user's limb movements should be translated into VR motion while the user is moving in place [5,21,28,30,38]. In this study, the HTC Vive tracker (mounted on the users' right foot) in combination with the HTC Vive controllers was utilised to register and control the VR locomotion speed and direction, respectively ( Figure 2).…”
Section: (I) Walking-in-place: For the Walking-in-place (Wip)mentioning
confidence: 99%
See 1 more Smart Citation
“…technique, the user's limb movements should be translated into VR motion while the user is moving in place [5,21,28,30,38]. In this study, the HTC Vive tracker (mounted on the users' right foot) in combination with the HTC Vive controllers was utilised to register and control the VR locomotion speed and direction, respectively ( Figure 2).…”
Section: (I) Walking-in-place: For the Walking-in-place (Wip)mentioning
confidence: 99%
“…(ii) Controller/joystick: the kind of controller can range from a simple joystick to a game controller, a keyboard or a trackball [5,25,30,38,39]. In this study, the HTC Vive controllers were utilised for enabling controller-based VR locomotion.…”
Section: (I) Walking-in-place: For the Walking-in-place (Wip)mentioning
confidence: 99%
“…The kind of controller can range from a simple joystick [42,54] to a game controller [20,34,42], a keyboard [57] or a trackball [54].…”
Section: Vr Locomotion Techniquesmentioning
confidence: 99%
“…The user's limb movements can be tracked, or stepping and treadmill-like input devices, such as the Stepper Machine [54] and VirtuSphere [34], can be used to register the step-like movements and translate them into VR motion [48,52].…”
Section: Vr Locomotion Techniquesmentioning
confidence: 99%
“…Perlu diingat, pengguna tentunya berada di ruang nyata yang terbatas saat menggunakan aplikasi VR. Interaksi yang disebut dengan antarmuka perpindahan (locomotion) dapat menciptakan pengalaman berjalan secara fisik (nyata) dalam mengeksplorasi lingkungan virtual yang luas sekaligus menjaga pengguna tetap berada di lingkungan fisik yang terbatas (Skopp et al, 2014). Untuk meningkatkan kesesuaian antara interaksi gerak dari pengguna dan umpan balik visual, berupa antarmuka dari perangkat yang lebih alami seperti walk-in-place (Cakmak & Hager, 2014), treadmill omni-directional (Nabiyouni et al, 2015), Virtusphere (Cheng et al, 2014), telah diusulkan namun tidak diimplementasikan pada lingkungan virtual yang luas.…”
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