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dc.contributor.authorTerziman, Léoen_US
dc.contributor.authorMarchal, Mauden_US
dc.contributor.authorMulton, Francken_US
dc.contributor.authorArnaldi, Brunoen_US
dc.contributor.authorLécuyer, Anatoleen_US
dc.contributor.editorSabine Coquillart and Anthony Steed and Greg Welchen_US
dc.date.accessioned2013-10-31T09:35:30Z
dc.date.available2013-10-31T09:35:30Z
dc.date.issued2011en_US
dc.identifier.isbn978-3-905674-33-0en_US
dc.identifier.issn1727-530Xen_US
dc.identifier.urihttp://dx.doi.org/10.2312/EGVE/JVRC11/055-058en_US
dc.description.abstractIn this paper we analyze and compare the trajectories made in a Virtual Environment with two different navigation techniques. The first is a standard joystick technique and the second is the Walking-In-Place (WIP) technique. We propose a spatial and temporal analysis of the trajectories produced with both techniques during a virtual slalom task. We found that trajectories and users' behaviors are very different accross the two conditions. Our results notably show that with the WIP technique the users turned more often and navigated more sequentially, i.e. waited to cross obstacles before changing their direction. However, the users were also able to modulate their speed more precisely with the WIP. These results could be used to optimize the design and future implementations of WIP techniques. Our analysis could also become the basis of a future framework to compare other navigation techniques.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectCategories and Subject Descriptors (according to ACM CCS): Computer Graphics [I.3.7]: Three-Dimensional Graphics and Realism-Virtual Reality; Computer Graphics [I.3.6]: Methodology and Techniques-Interaction Techniquesen_US
dc.titleShort Paper: Comparing Virtual Trajectories Made in Slalom UsingWalking-In-Place and Joystick Techniquesen_US
dc.description.seriesinformationJoint Virtual Reality Conference of EGVE - EuroVRen_US


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