- Spatial Cognition and Navigation
- Virtual Reality Applications and Impacts
- Human-Automation Interaction and Safety
- Advanced Neural Network Applications
- Tactile and Sensory Interactions
- Currency Recognition and Detection
- Recreation, Leisure, Wilderness Management
- Geography Education and Pedagogy
- Video Surveillance and Tracking Methods
- Gaze Tracking and Assistive Technology
- EEG and Brain-Computer Interfaces
- Visual perception and processing mechanisms
- Robotics and Automated Systems
Electronic Arts (Canada)
2021
Microsoft (United States)
2021
Simon Fraser University
2017-2019
Ho Chi Minh City University of Science
2015
Vietnam National University Ho Chi Minh City
2015
Walking has always been considered as the gold standard for navigation in Virtual Reality research. Though full rotation is no longer a technical challenge, physical translation still restricted through limited tracked areas. While rotational information shown to be important, benefit of translational component unclear with mixed results previous work. To address this gap, we conducted mixed-method experiment compare four levels cues and control: none (using trackpad HTC Vive controller...
Virtual Reality (VR) is increasingly used in spatial cognition research, as it offers high experimental control naturalistic multimodal environments, which hard to achieve real-world settings. Although recent technological advances offer a level of photorealism, locomotion VR still restricted because people might not perceive their self-motion they would the real world. This be related inability use embodied orientation processes, support automatic and obligatory updating our awareness....
Despite recent advances in virtual reality, locomotion a environment is still restricted because of spatial disorientation. Previous research has shown the benefits reference frames maintaining orientation. Here, we propose using visually simulated frame reality to provide users with better sense direction landmark-free environments. Visually overlaid rectangular simulate different variations reference. We investigated how two types might benefit navigational search task through mixed-method...
When users in virtual reality cannot physically walk and self-motions are instead only visually simulated, spatial updating is often impaired. In this paper, we report on a study that investigated if HeadJoystick, an embodied leaning-based flying interface, could improve performance 3D navigational search task relies maintaining situational awareness VR. We compared it to Gamepad, standard interface. For both interfaces, participants were seated swivel chair controlled simulated rotations by...