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Ambika Karanth

dblp:164/4175 · DBLP profile ↗
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1ranked-venue papers
0as first author
0since 2021 · last 2015
—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.

Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

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

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
immersive interaction
0.212015
Comparing the performance of natural, semi-natural, and non-natural locomotion techniques in virtual reality · VR 2015
Virtual and augmented reality › immersive interaction
interaction fidelity
0.212015
Comparing the performance of natural, semi-natural, and non-natural locomotion techniques in virtual reality · VR 2015
Virtual and augmented reality
locomotion techniques
0.212015
Comparing the performance of natural, semi-natural, and non-natural locomotion techniques in virtual reality · VR 2015

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

user study · 0.2experiment · 0.2
YearPublicationVenuePosition
2015 Comparing the performance of natural, semi-natural, and non-natural locomotion techniques in virtual reality
abstract
One of the goals of much virtual reality (VR) research is to increase realism. In particular, many techniques for locomotion in VR attempt to approximate real-world walking. However, it is not yet fully understood how the design of more realistic locomotion techniques affects user task performance. We performed an experiment to compare a semi-natural locomotion technique (based on the Virtusphere device) with a traditional, non-natural technique (based on a game controller) and a fully natural technique (real walking). We found that the Virtusphere technique was significantly slower and less accurate than both of the other techniques. Based on this result and others in the literature, we speculate that locomotion techniques with moderate interaction fidelity will often have performance inferior to both high-fidelity techniques and well-designed low-fidelity techniques. We argue that our experimental results are an effect of interaction fidelity, and perform an analysis of the fidelity of the three locomotion techniques to support this argument.
Mahdi Nabiyouni, Ayshwarya Saktheeswaran, Doug A. Bowman, Ambika Karanth
VR4