The DOI matches its Crossref record; 3 of the 3 references it cites were found in a registry or an index.
Taking steps: the influence of a walking technique on presence in virtual reality
Abstract
This article presents an interactive technique for moving through an immersive virtual environment (or “virtual reality”). The technique is suitable for applications where locomotion is restricted to ground level. The technique is derived from the idea that presence in virtual environments may be enhanced the stronger the match between proprioceptive information from human body movements and sensory feedback from the computer-generated displays. The technique is an attempt to simulate body movements associated with walking. The participant “walks in place” to move through the virtual environment across distances greater than the physical limitations imposed by the electromagnetic tracking devices. A neural network is used to analyze the stream of coordinates from the head-mounted display, to determine whether or not the participant is walking on the spot. Whenever it determines the walking behavior, the participant is moved through virtual space in the direction of his or her gaze. We discuss two experimental studies to assess the impact on presence of this method in comparison to the usual hand-pointing method of navigation in virtual reality. The studies suggest that subjective rating of presence is enhanced by the walking method provided that participants associate subjectively with the virtual body provided in the environment. An application of the technique to climbing steps and ladders is also presented.
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Citations
Cites
The Ecological Approach to Visual Perception
Bornstein, M. H., & Gibson, J. J. (1980) · The Journal of Aesthetics and Art Criticism · doi:10.2307/429816 · Cited by 22,935
Defining virtual reality: Dimensions determining telepresence
Steuer, J. (1992) · Journal of Communication · doi:10.1111/j.1460-2466.1992.tb00812.x · Cited by 5,459
Musings on Telepresence and Virtual Presence
Sheridan, T. B. (1992) · Presence: Teleoperators and Virtual Environments · doi:10.1162/pres.1992.1.1.120 · Cited by 1,344 · cited 1×
“However, any particular immersive system does not necessarily always lead to presence for all people: the factors that determine presence, given immersion, are an important area of study [Barfield and Weghorst 1993; Heeter 1993; Held and Durlach 1992; Loomis 1992; Sheridan 1992].”
Background
Cited by
Place illusion and plausibility can lead to realistic behaviour in immersive virtual environments
Slater, M. (2009) · Philosophical Transactions of the Royal Society B: Biological Sciences · doi:10.1098/rstb.2009.0138 · Cited by 2,691
Self-citationEnhancing Our Lives with Immersive Virtual Reality
Slater, M., & Sanchez-Vives, M. V. (2016) · Frontiers in Robotics and AI · doi:10.3389/frobt.2016.00074 · Cited by 1,993
Self-citationFrom presence to consciousness through virtual reality.
Sanchez-Vives, M. V., & Slater, M. (2005) · Nature reviews. Neuroscience · doi:10.1038/nrn1651 · Cited by 1,831
Self-citationHow Immersive Is Enough? A Meta-Analysis of the Effect of Immersive Technology on User Presence
Cummings, J. J., & Bailenson, J. N. (2016) · Media Psychology · doi:10.1080/15213269.2015.1015740 · Cited by 1,749
Virtual reality in neuroscience research and therapy
Bohil, C. J., Alicea, B., & Biocca, F. A. (2011) · Nature Reviews Neuroscience · doi:10.1038/nrn3122 · Cited by 1,108
Metadata
- Authors
- Slater, M., Usoh, M., & Steed, A.
- Venue
- ACM Transactions on Computer-Human Interaction
- Published
- 1995-09
- Volume
- 2
- Issue
- 3
- Pages
- 201-219
- ISSN
- 1073-0516 (ISSN-L)
- 1557-7325
- OpenAlex
- W2031144777
- Cited by
- 713
- References
- 3
- FWCI
- 13.86
- Type
- journal article
- Language
- en
- Open access
- closed
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- Slater, M., Usoh, M., & Steed, A. (1995). Taking steps: the influence of a walking technique on presence in virtual reality. ACM Transactions on Computer-Human Interaction. https://doi.org/10.1145/210079.210084
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