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Andrew P. Milne

dblp:87/9597 · DBLP profile ↗
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1ranked-venue papers
0as first author
0since 2021 · last 2012
—ORCID · none

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

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

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 · 44% Human-robot interaction · 44% Haptics and multimodal interaction · 13%

Topics — the 3 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Human-robot interaction › cognitive human-robot interaction › spatial cognition
spatial orientation
0.112012
Can physical motions prevent disorientation in naturalistic VR? · VR 2012
Immersive interaction
virtual reality locomotion
0.112012
Can physical motions prevent disorientation in naturalistic VR? · VR 2012
Haptics and multimodal interaction
motion effects
0.012012
Can physical motions prevent disorientation in naturalistic VR? · VR 2012

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

psychophysical experiment · 0.1pointing task · 0.1
YearPublicationVenuePosition
2012 Can physical motions prevent disorientation in naturalistic VR?
abstract
Most virtual reality simulators have a serious flaw: Users tend to get easily lost and disoriented as they navigate. According to the prevailing opinion, this is because of the lack of actual physical motion to match the visually simulated motion: E.g., using HMD-based VR, Klatzky et al. [1] showed that participants failed to update visually simulated rotations unless they were accompanied by physical rotation of the observer, even if passive. If we use more naturalistic environments (but no salient landmarks) instead of just optic flow, would physical motion cues still be needed to prevent disorientation? To address this question, we used a paradigm inspired by Klatzky et al.: After visually displayed passive movements along curved streets in a city environment, participants were asked to point back to where they started. In half of the trials the visually displayed turns were accompanied by a matching physical rotation. Results showed that adding physical motion cues did not improve pointing performance. This suggests that physical motions might be less important to prevent disorientation if visuals are naturalistic enough. Furthermore, unexpectedly two participants consistently failed to update the visually simulated heading changes, even when they were accompanied by physical rotations. This suggests that physical motion cues do not necessarily improve spatial orientation ability in VR (by inducing obligatory spatial updating). These findings have noteworthy implications for the design of effective motion simulators.
Salvar Sigurdarson, Andrew P. Milne, Daniel Feuereissen, Bernhard E. Riecke
VR2