Video game players often learn to map their physical actions (e.g., pressing buttons) onto their on-screen avatars' actions (e.g., wielding swords) in order to play. We explo...
Several experiments have provided evidence that ego-centric distances are perceived as compressed in immersive virtual environments relative to the real world. The principal facto...
Frank Steinicke, Gerd Bruder, Klaus Hinrichs, Mark...
Motion perception in immersive virtual reality environments significantly differs from the real world. For example, previous work has shown that users tend to underestimate trave...
Photometric registration is as important as geometric registration to generate a seamless augmented reality scene. Especially the difference in image quality between a real image ...
Virtual Reality (VR) interfaces to e-commerce sites have recently begun to appear on the Internet, promising to make the e-shopping experience more natural, attractive, and fun for...