Andrew S. McAvan

dblp:354/4438 · DBLP profile ↗
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1ranked-venue papers
0as first author
1since 2021 · last 2026
0000-0002-1253-884XORCID · reported

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%
Human-computer interaction and pervasive computing
1 paper
Immersive interaction · 100%

Topics — the 5 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
locomotion
1.012026
Can Treadmill Walking Replicate Natural Walking? Optimizing Speed, Platform Tilt, and Training Duration on a Cyberith Virtualizer Elite 2 · VR 2026
Virtual and augmented reality › locomotion interfaces
omnidirectional treadmill
1.012026
Can Treadmill Walking Replicate Natural Walking? Optimizing Speed, Platform Tilt, and Training Duration on a Cyberith Virtualizer Elite 2 · VR 2026
Immersive interaction › depth perception
distance perception
1.012026
Can Treadmill Walking Replicate Natural Walking? Optimizing Speed, Platform Tilt, and Training Duration on a Cyberith Virtualizer Elite 2 · VR 2026
Immersive interaction
virtual reality locomotion
1.012026
Can Treadmill Walking Replicate Natural Walking? Optimizing Speed, Platform Tilt, and Training Duration on a Cyberith Virtualizer Elite 2 · VR 2026
Virtual and augmented reality
cybersickness
0.312026
Can Treadmill Walking Replicate Natural Walking? Optimizing Speed, Platform Tilt, and Training Duration on a Cyberith Virtualizer Elite 2 · VR 2026

Methods — techniques the papers use, named apart from their topics

user study · 2.0
YearPublicationVenuePosition
2026 Can Treadmill Walking Replicate Natural Walking? Optimizing Speed, Platform Tilt, and Training Duration on a Cyberith Virtualizer Elite 2
abstract
Locomotion is central to human navigation and spatial learning, with natural walking offering the most effective movement in immersive virtual environments (IVEs) due to its rich proprioceptive and vestibular feedback. However, space constraints often limit natural walking in IVEs, prompting the use of omnidirectional treadmills. The Cyberith Virtualizer Elite 2 enables users to walk in place by sliding their feet on a low-friction, tiltable platform while secured in a harness. It allows control over both tilt angle and walking speed, offering researchers flexibility in adjusting sensorimotor cues. In this study, we examined how tilt angle, speed, and training duration affect distance perception and cybersickness. In Experiment 1, we tested three tilt angles (0°, ~8.5°, ~17°) and three speeds (0.8×, 1.0×, 1.2× treadmill speed) during blind walking. A slower speed (0.8×) aligned best with natural walking and minimized cybersickness; users preferred the ~8.5° tilt. Additional analysis identified ~0.7× speed with ~8.5° tilt as preferred. In Experiment 2, we varied training durations (3, 6, or 9 minutes) and found that, with the preferred setup, treadmill distance judgments were comparable to natural walking. At least 6 minutes of training was sufficient for adaptation. These findings offer practical guidance for configuring treadmill locomotion in virtual reality research.
Sodabe Bandali, Soumyajit Chakraborty, Andrew S. McAvan, Timothy P. McNamara, Bobby Bodenheimer
VR3