2020 IEEE International Symposium on Mixed and Augmented Reality (ISMAR) 2020
DOI: 10.1109/ismar50242.2020.00088
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Walking and Teleportation in Wide-area Virtual Reality Experiences

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Cited by 34 publications
(11 citation statements)
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“…Of the remaining 84 participants, average age was 26.2 years (SD = 7.0). The specific HMD used by participants, in order of frequency, included Oculus Quest (34), Oculus Rift S (17), Valve Index (13), HTC Vive (13), Oculus Rift (4), and HTC Vive Pro (2). Task performance did not differ across the different HMD types.…”
Section: Resultsmentioning
confidence: 99%
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“…Of the remaining 84 participants, average age was 26.2 years (SD = 7.0). The specific HMD used by participants, in order of frequency, included Oculus Quest (34), Oculus Rift S (17), Valve Index (13), HTC Vive (13), Oculus Rift (4), and HTC Vive Pro (2). Task performance did not differ across the different HMD types.…”
Section: Resultsmentioning
confidence: 99%
“…The teleporting interface is popular in part because it is easy to use [4,22] and does not typically contribute to cybersickness [9,22,26,38]. Despite these advantages, users often prefer real walking over teleporting [34]. It has been suggested that the teleporting interface degrades the user's presence, or experience of being in the virtual environment [36], perhaps because teleporting creates discontinuities in the user's experience of space compared to continuous locomotion.…”
Section: Introductionmentioning
confidence: 99%
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“…Independent of educational content, affordances can elicit affective responses, too (Sundar, 2008). Published works suggest at least a preference for natural walking over teleportation-read: navigation- (Sayers, 2004;Sayyad et al, 2020), but no available research predicts a directional affective response to proximal or distal piloting orientations in VR. Given this information would be of interest to designers of both entertainment and educational VR environments, we ask the question:…”
Section: Learning Outcomesmentioning
confidence: 99%
“…When walking is not an automatic process anymore it has consequences for issues such as maintaining a stable position and, more general, effects on presence. From experiments with standalone VR headsets and 'natural' walking in sports-arena-sized virtual environments, it has been suggested that walking-based VR in wide-area environments can become feasible for general audiences [20]. In such situations safety of VR users is of course the first priority.…”
Section: Enhanced Walking Experience In Armentioning
confidence: 99%