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Pedro Ferreira 0003

dblp:124/2517 · also Pedro A. Ferreira · DBLP profile ↗
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2ranked-venue papers
0as first author
2since 2021 · last 2025
0000-0002-9436-9436ORCID · conflict

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

Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 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
2 papers
Virtual and augmented reality · 100%
Human-computer interaction and pervasive computing
1 paper
Immersive interaction · 50% Usability and user experience research · 50%

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

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › locomotion techniques
impossible spaces
0.912025
Techniques for Multiple Room Connection in Virtual Reality: Walking Within Small Physical Spaces · IEEE Trans. Vis. Comput. Graph. 2025
Virtual and augmented reality
locomotion
0.912025
Techniques for Multiple Room Connection in Virtual Reality: Walking Within Small Physical Spaces · IEEE Trans. Vis. Comput. Graph. 2025
Usability and user experience research › quality of experience
motion sickness and presence
0.912025
Walking-with-Portals vs. Teleport in VR: Why Walking and Portals Matter in Small Spaces · ACM Multimedia 2025
Immersive interaction
virtual reality locomotion
0.912025
Walking-with-Portals vs. Teleport in VR: Why Walking and Portals Matter in Small Spaces · ACM Multimedia 2025
Virtual and augmented reality › navigation
virtual environment navigation
0.312025
Walking-with-Portals vs. Teleport in VR: Why Walking and Portals Matter in Small Spaces · ACM Multimedia 2025

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

user study · 2.6
YearPublicationVenuePosition
2025 Walking-with-Portals vs. Teleport in VR: Why Walking and Portals Matter in Small Spaces
abstract
Teleportation dominates Virtual Reality (VR) locomotion, known for its efficiency and ease of use, particularly in small physical spaces where users have limited room to move. However, is efficiency the only metric that matters? In this study, we challenge this well-established technique by comparing teleportation with an alternative approach for navigating constrained spaces: Walking-with-Portals. We conducted a user study (N = 24) comparing both techniques, collecting data on orientation, cybersickness, presence, and immersion. Our results reveal a distinct trade-off: Teleportation proved significantly faster, more efficient for pathfinding, and induced less cybersickness. Conversely, Walking-with-Portals significantly enhanced users' sense of spatial presence and perceived control over their movement. While a majority preferred Teleportation for the task's efficiency, 91.7% of participants identified Walking-with-Portals as the more immersive technique. Additionally, we establish key design guidelines for intuitive portal placement that allow a large virtual environment to fit within the small play areas (about 2.5 × 2.5 meters) common to home VR users. Our findings suggest that while teleportation remains the default solution in VR locomotion, Walking-with-Portals provides unique benefits that should not be overlooked. This work invites a reflection on locomotion in VR, arguing that the future of VR navigation may go beyond teleport.
Ana Rita Rebelo, Pedro Ferreira 0003, André Tomás Ribeiro, Rui Nóbrega
ACM Multimedia2
2025 Techniques for Multiple Room Connection in Virtual Reality: Walking Within Small Physical Spaces
abstract
In Virtual Reality (VR), navigating small physical spaces often relies on handheld controllers, such as teleportation and joystick movements, due to the limited space for natural walking. However, walking-based techniques can enhance immersion by enabling more natural movement. This paper presents three room-connection techniques - portals, corridors, and central hubs - that can be used in virtual environments (VEs) to create "impossible spaces". These spaces use overlapping areas to maximize available physical space, promising for walking even in constrained spaces. We conducted a user study with 33 participants to assess the effectiveness of these techniques within a small physical area (2.5 x 2.5 m). The results show that all three techniques are viable for connecting rooms in VR, each offering distinct characteristics. Each method positively impacts presence, cybersickness, spatial awareness, orientation, and overall user experience. Specifically, portals offer a flexible and straightforward solution, corridors provide a seamless and natural transition between spaces, and central hubs simplify navigation. The primary contribution of this work is demonstrating how these room-connection techniques can be applied to dynamically adapt VEs to fit small, uncluttered physical spaces, such as those commonly available to VR users at home. Applications such as virtual museum tours, training simulations, and emergency preparedness exercises can greatly benefit from these methods, providing users with a more natural and engaging experience, even within the limited space typical in home settings.
Ana Rita Rebelo, Pedro Ferreira 0003, Rui Nóbrega
IEEE Trans. Vis. Comput. Graph.2