We present a novel technique called TENETvr that allows for efficient teleportation-based travel in time-varying virtual environments to key moments in which a particular object of interest changed. Unlike previous systems, we suggest that changes affecting other objects should be mediated in advance to improve predictability. In a formal user study with 20 participants, we confirmed that this addition leads to significantly more efficient change detection, lower task loads, and higher usability ratings, therefore reducing temporal disorientation.
Traditional tools for exploring historical data mostly rely on conventional 2D visualizations, which often cannot reveal all relevant interrelationships between historical fragments. We present a novel exploration tool for historical data in VR, which represents fragments as spheres in a 3D environment and arranges them based on their temporal, geo, categorical and semantic similarity. Results from a user study revealed that most participants considered our approach well-suited to discover complex interrelationships. These results were underlined by high usability scores while not imposing unexpectedly high task loads.
In this paper, we summarize key replication challenges as well as their specific consequences for VR locomotion research. We then present the results of a literature review on artificial locomotion techniques, in which we analyzed 61 papers published in the last five years with respect to their report of essential details required for reproduction. Our results indicate several issues in terms of the description of the experimental setup, the scientific rigor of the research process, and the generalizability of results, which altogether points towards a potential replication crisis in VR locomotion research. As a countermeasure, we provide guidelines to assist researchers with reporting future artificial locomotion experiments in a reproducible form.
We present Anchored Jumping, a teleportation technique for maneuvering that allows the explicit specification of a new viewing direction by selecting a point of interest as part of the target specification process. We show that Anchored Jumping allows precise and comfortable maneuvering and is compatible with techniques that mainly support virtual exploration and search.
In this paper, we focus on the design and evaluation of short-range teleportation techniques (jumping) for a group of collocated users wearing head-mounted displays. We formulate the requirements for comprehensible group jumping and propose a novel Multi-Ray Jumping technique for the joint travel of collocated dyads.
In this paper, we present a formal description and classification scheme for teleportation techniques and its application to the classification of jumping, a range-restricted variant of teleportation for exploring virtual environments. In addition, we demonstrate the results of a user study that compared jumping to the more conventional steering regarding spatial updating and simulator sickness.
In this paper, we present the Massive Mobile Multiuser (M³) framework, a software platform designed to enable setup-free, real-time, concurrent interaction with shared public displays through large numbers of personal mobile devices. M³ enables immediate interaction through the mobile browser without requiring prior setup on the user side and real-time interaction suitable for fast multiplayer games.