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Taeyun Noh

dblp:407/2716 · DBLP profile ↗
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1ranked-venue papers
0as first author
1since 2021 · last 2025
0009-0002-1911-537XORCID · 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.

Human-computer interaction and pervasive computing
1 paper
Immersive interaction · 100%

Topics — the 2 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Immersive interaction
unintended positional drift
0.912025
Effects of Peripheral Optic Flow Location and Speed on Unintended Positional Drift During Walk-in-Place in VR · ISMAR 2025
Immersive interaction › self-motion perception
vection
0.912025
Effects of Peripheral Optic Flow Location and Speed on Unintended Positional Drift During Walk-in-Place in VR · ISMAR 2025

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

human-subject study · 0.9
YearPublicationVenuePosition
2025 Effects of Peripheral Optic Flow Location and Speed on Unintended Positional Drift During Walk-in-Place in VR
abstract
Vection can elicit a compelling illusion of self-motion, even when the user remains physically stationary. When combined with user actions, this illusion can enhance the sense of presence in virtual environments. However, vection may unintentionally influence physical locomotion, causing unintended positional drift (UPD). UPD is especially problematic for Walk-In-Place (WIP) navigation in virtual reality (VR), where users simulate locomotion by mimicking walking motions without actual displacement. In this study, we investigated how vection affects UPD during WIP navigation in immersive VR. We specifically manipulated the location of peripheral optic flow (left, right, bilateral) and speed (low, high) using dynamic textures on the lateral walls of the virtual environment to induce various vection conditions. Twenty-seven participants performed WIP under six vection conditions (three locations × two speeds) and one baseline condition without optic flow. Our results revealed that bilateral vection caused the greatest UPD, particularly along the lateral axis, while unilateral vection tended to suppress lateral drift. However, peripheral optic flow speed did not significantly affect UPD. We discuss these findings and their implications for designing immersive virtual environments that mitigate UPD while maintaining the sense of presence.
Seungwoo Eun, Taeyun Noh, Myungho Lee
ISMAR2