2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR) 2018
DOI: 10.1109/vr.2018.8446216
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I Can See on My Feet While Walking: Sensitivity to Translation Gains with Visible Feet

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Cited by 52 publications
(15 citation statements)
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References 33 publications
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“…The lower walking speed in the HMD condition relative to the real world walking is consistent with earlier studies [35] which show that participants wearing an HMD tend to walk slower compared to realworld walking, which is likely explained by the encumbrance of the HMD machinery.…”
supporting
confidence: 90%
See 1 more Smart Citation
“…The lower walking speed in the HMD condition relative to the real world walking is consistent with earlier studies [35] which show that participants wearing an HMD tend to walk slower compared to realworld walking, which is likely explained by the encumbrance of the HMD machinery.…”
supporting
confidence: 90%
“…Steinicke et al [35] have quantified, through a psychophysical experiment with a two-alternative forced-choice task, Detection Thresholds (DTs) for how much humans can be redirected. In an experiment to determine the ability to discriminate whether a physical rotation was smaller or greater than the simulated virtual rotation they found that rotational gains (gR) between 0.67 and 1.24 cannot be reliably estimated by humans.…”
Section: Scaling Of Rotationmentioning
confidence: 99%
“…Similarly, Shute discussed how to embed questionnaires into games without disturbing the game flow [169]. These considerations With Q, not reported: [2, 15, 16, 20, 27, 30, 31, 33, 34, 38, 42, 43, 50-52, 54, 63, 67-70, 73-76, 86, 89, 90, 92, 93, 95, 101, 105-107, 109-111, 115, 117, 120,122,124-126,130-132,134,135,139-143,145,151,156,164,167,173, 174, 178-181, 184-186, 188, 190, 192, 193, 195, 199, 200, 204] OUTVRQS: [3,8,29,77,84,94,98,114,121,138,157,162,176,177,187,191,196,197] INVRQS: [6,28,37,44,55,66,85,100,108,127,148,[158][159][160]198] Without Q: [9,11,19,22,40,59,71,91,133,153,182,194,<...>…”
Section: Moving Between Virtual and Physical Realitymentioning
confidence: 99%
“…Most of them use extradiegetic UIs. Their design choices differ from each other in (1) the means of presentation, for example using floating headup-displays [9,12,23], world-referenced UIs [14,18,24,29,[34][35][36] or UIs attached to the body [43], (2) the means of interaction, mainly by using VR-controllers [18,23,24,29,35], gamepads [2,9,14], answering orally [12] or using free-hand interaction via Leap Motion gesture-based inputs [32,34,36,43], and (3) other design choices like presenting single or multi-questions at once, answering via Likert-scales [29,[34][35][36]], text-based buttons [23] or sliders [2,9,14,18].…”
Section: Vr Questionnairesmentioning
confidence: 99%