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dc.contributor.authorCalandra, Davideen_US
dc.contributor.authorBilli, Micheleen_US
dc.contributor.authorLamberti, Fabrizioen_US
dc.contributor.authorSanna, Andreaen_US
dc.contributor.authorBorchiellini, Romanoen_US
dc.contributor.editorDiamanti, Olga and Vaxman, Amiren_US
dc.date.accessioned2018-04-14T18:32:48Z
dc.date.available2018-04-14T18:32:48Z
dc.date.issued2018
dc.identifier.issn1017-4656
dc.identifier.urihttp://dx.doi.org/10.2312/egs.20181043
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/egs20181043
dc.description.abstractWhen it comes to locomotion in Virtual Reality (VR), a wide range of different techniques has been proposed in the scientific literature or as commercial products. However, the best choice for a specific application is still not immediate, being each technique characterized by different advantages and drawbacks. The present work reports on the results of a user study-based comparison between two methods: a locomotion treadmill, which supports omni-directional movements through walking in place over a hardware device, and Arm Swinging, which recognizes movement from the swinging back and forth of the user's arms (e.g., gathered by sensors embedded in hand controllers). Experiments have been carried out in a realistic immersive VR scenario, which requested users to respond to a fire emergency in a road tunnel by moving and interacting with the environment.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectI.3.6 [Computer Graphics]
dc.subjectMethodology and Techniques
dc.subjectInteraction techniques
dc.titleArm Swinging vs Treadmill: A Comparison Between Two Techniques for Locomotion in Virtual Realityen_US
dc.description.seriesinformationEG 2018 - Short Papers
dc.description.sectionheadersMethods and Applications, User Studies
dc.identifier.doi10.2312/egs.20181043
dc.identifier.pages53-56


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