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Adria Quigley

dblp:401/6560 · DBLP profile ↗
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2ranked-venue papers
0as first author
2since 2021 · last 2025
0000-0003-2404-7949ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 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.

Human-computer interaction and pervasive computing
1 paper
Immersive interaction · 50% Usability and user experience research · 50%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

Topics — the 4 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Usability and user experience research
user experience evaluation
0.912025
Omnidirectional VR Treadmills Walking Techniques: Comparing Walking-in-Place and Sliding vs Natural Walking · VR 2025
Immersive interaction
virtual reality locomotion
0.912025
Omnidirectional VR Treadmills Walking Techniques: Comparing Walking-in-Place and Sliding vs Natural Walking · VR 2025
Virtual and augmented reality › virtual environment
immersive virtual environments
0.312025
Omnidirectional VR Treadmills Walking Techniques: Comparing Walking-in-Place and Sliding vs Natural Walking · VR 2025
Virtual and augmented reality › navigation
virtual environment navigation
0.312025
Omnidirectional VR Treadmills Walking Techniques: Comparing Walking-in-Place and Sliding vs Natural Walking · VR 2025
YearPublicationVenuePosition
2025 Omnidirectional VR Treadmills Walking Techniques: Comparing Walking-in-Place and Sliding vs Natural Walking
abstract
In Virtual Reality (VR), exploring a large virtual environment is still an open research area, as software-based solutions can be challenging to use or contribute to motion sickness. Past work has used omnidirectional treadmills to emulate natural walking in a small space. Yet, the impact on user performance and experience of the different walking techniques these omnidirectional treadmills utilize is still unclear. This study assessed the effects of WALK-IN-PLACE, used with devices like KAT VR mini, and SLIDING, as used by devices like Cyberith Virtualizer ELITE 2, and compared them to NATURAL WALKING. Using a within-study design methodology, eighteen participants navigated a VR maze. We found that participants completed tasks fastest with NATURAL WALKING while SLIDING provided a balanced compromise between immersion and moderate physical effort, and WALK-IN-PLACE required the highest exertion with lower usability. These findings provide practical insights into performance and user-experience differences among the three VR walking techniques, informing VR-ODT selection for applications such as rehabilitation and training.
Helia Homami, Adria Quigley, Mayra Donaji Barrera Machuca
VR2
2025 Do Virtual Reality Omnidirectional Treadmills Locomotion Techniques Affect Wayfinding?
abstract
This paper compares the wayfinding differences between Virtual Reality Omnidirectional Treadmills (VR-ODT) locomotion techniques. We aim to identify their effect on users’ spatial exploration while navigating VEs. Our results demonstrate that VR-ODT locomotion techniques resulted in frequent stops and reorientation efforts, particularly at critical decision points within the maze. However, we did not identify differences between the techniques analyzed.
Helia Homami, Joseph Malloch, Adria Quigley, Mayra Donaji Barrera Machuca
VRST3