In recent years there has been a paradigm shift in the uptake and use of Virtual Reality (VR). Advances in graphics rendering, and the introduction of low-cost VR headsets has brought VR into the reach of ordinary consumers. Google Cardboard VR viewers cost just a few dollars and work with most smart phones, enabling mobile VR to truly enter the domain of the everyday. However, these headsets are currently generally used for passive entertainment or viewing 360 degree media, and are not ideally suited to active exploration of a virtual space. In this paper we present our preliminary evaluation of three approaches to travel and navigation.
|Title of host publication||Everyday Virtual Reality (WEVR), 2016 IEEE 2nd Workshop on|
|Publication status||Published - 2016|