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Immersive virtual reality (IVR) has been successfully exploited in the study of body ownership illusions — a topic that contributes to the question of how the human brain represents the body. This is made possible because with a head-tracked wide field of view head-mounted display, and other tracking and stimulation equipment, we can visually substitute a person's real body by a virtual body (VB),...
The need for virtual reality applications for education and training involving bimanual dexterous activities has been increasing in recent years. However, it is unclear how the amount of correspondence between a virtual interaction metaphor to the real-world equivalent, otherwise known as dimensional symmetry, affects bimanual pscyhomotor skills training and how skills learned in the virtual simulation...
We present the results of a variable information space experiment, targeted at exploring the scalability limits of immersive highresolution, tiled-display walls under physical navigation. Our work is motivated by a lack of evidence supporting the extension of previously established benefits on substantially large, room-shaped displays. Using the Reality Deck, a gigapixel resolution immersive display,...
In virtual reality applications, there is an aim to provide real time graphics which run at high refresh rates. However, there are many situations in which this is not possible due to simulation or rendering issues. When running at low frame rates, several aspects of the user experience are affected. For example, each frame is displayed for an extended period of time, causing a high persistence image...
When walking within an immersive projection environment, accommodation distance, parallax and angular resolution vary according to the distance between the user and the projection walls which can influence spatial perception. As CAVE-like virtual environments get bigger, accurate spatial perception within the projection setup becomes increasingly important for application domains that require the...
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