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A Comparative Study of Virtual Reality Methods of Interaction and Locomotion Based On Presence Cybersickness and Usability
A Comparative Study of Virtual Reality Methods of Interaction and Locomotion Based On Presence Cybersickness and Usability
ABSTRACT In recent years, virtual reality has experienced notorious technological advances in a quite
short time. In an attempt to quickly response to this technical developments, some designs and developments
of inmersive environments have caused different symptoms such as dizziness or disorientation. This work
aims to analyze different methods of interaction and locomotion used in inmersive environments (Point of
Interest, Gamepad, Teleport, and Room-Scale) in three different aspects: presence, cybersickness, and usabil-
ity. We have designed and developed an experimental environment to carry out an empirical analysis with 48
subjects comparing the results obtained in different perceptual experiments. As a result, we provide a guide-
line for the use of these methods of interaction and locomotion in virtual reality.
INDEX TERMS Human-computer interaction, virtual reality, interaction techniques, virtual environment
modeling
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Mayor et al.: A Comparative Study of Virtual Reality Methods of Interaction and Locomotion Based on Presence, Cybersickness and Usability
stimuli to the vestibular system [5]. This effect is quite continuous evaluation, etc. being the questionnaires the most
common in virtual experiences if they are not properly used. Specifically, the state-of-the-art survey conducted by
designed, and can make people reject this technology. Schuemie et al. [27] shows a compendium for the subjective
Therefore, reducing cybersickness is one of the most crit- evaluation of presence. The authors show the different theories
ical milestones in the state of the art [17]. LaValle that define presence and their main related questionnaires to
presents a guide on how to reduce these symptoms by measure it, including the relevant and widely used Igroup Pres-
correctly designing VR experiences [18]. The choice of ence Questionnaire (IPQ) [28], which we have used in our
one or another method of locomotion could influence the study. For example, Hernandez-Ossa et al. [29] conducted a
emergence of this effect. comparative study of a real world versus a virtual environment
3) Usability. The use of VR in different areas such us educa- performing tasks with a wheelchair. They determined a similar
tion or training requires not only high presence and low level of presence between the two scenarios through the IPQ.
cybersickness, but also good mechanisms to perform tasks On the other hand, objective measures often require the
efficiently. The way users interact and manipulate virtual use of specialized measuring devices, such as biofeeback
objects can be very different according to the interaction sensors. For example, we can measure the skin conductance
methods used. These methods can influence the effective- or heart rate with sensors placed on the hands or fingers [30].
ness when carrying out a given task. A poor design may This biometric data related to emotional arousal is associated
cause frustration or discomfort [19], improper training, or with presence, but is also altered by other factors such as
inadequate learning [20]. Thus, it is essential to evaluate anxiety caused by the experiment or cybersickness [12]. For
the interaction methods with usability in mind. The time it this reason, objective measures are sometimes used to rein-
takes to perform certain tasks (task performance) and the force the results obtained by subjective measures [25].
dropout rate (percentage of users who cannot complete Regarding cybersickness, different articles ask users about the
the task) are becoming increasingly meaningful aspects to symptoms they felt when using a VR environment through ques-
measure usability in virtual environments [21]. tionnaires. One of the most relevant questionnaires regarding
These three aspects are significantly affected by the methods cybersickness is Simulator Sickness Questionnaire (SSQ) [31].
of interaction and locomotion used during the virtual experi- For example, all of the following articles use SSQ to achieve their
ence [22]. For instance, cybersickness is notoriously influenced results. Almeida et al. [32] compared the results of prior warning
by the method of locomotion used [23], due to a remarkable or not of the possible symptoms (dizziness, feel bad, etc.). They
variation between the visual and balance feedback in each determine that the prior warning worsened the symptoms show-
method. An incomplete interaction may worsen usability, or a ing a hypochondriac effect on cybersickness. Budhiraja et al.
limited locomotion may reduce the sensation of presence. In [33] conducted a study with a first person shooter game. They
addition, these three aspects can also influence each other. For found that the use of motion blur, at moments of greater motion
instance, presence can decrease as a result of the level of cyber- dissonance, can reduce cybersickness when using a keyboard
sickness or usability may decrease if the user feels dizzy [24]. and mouse. David et al. compared the cybersickness produced in
In this article, we carry out a simultaneous analysis of these different scenes. They determine that a scene with more realism
three virtual characteristics in order to evaluate which methods (or level of detail) could produce more cybersickness [34].
of locomotion or interaction produce the best results in terms of Regarding usability (in this case, with reference to the task
presence, cybersickness and usability in virtual worlds. performance and dropout rate), Bowman et al. present a com-
This article is organized as follows. Section II shows the plete guide for designing 3D interfaces [19] where it exhaus-
related work. Section III explains the different methods used in tively analyzes the state of the art in order to find the best
our experiment. Section IV describes the experimental design. practices and recommendations. Note that the most classic way
Section V explains the results obtained for the methods ana- to measure task performance is by measuring the time it takes
lyzed. These results are discussed in Section VI, defining a to perform a task and the number of errors [25]. Yao et al.
guide for selecting the most appropriate methods of interaction developed other guide for the design of both 3D interfaces and
and locomotion. interactions with elements of the virtual environment [35].
Among other recommendations, they advise to integrate the
II. RELATED WORK interfaces in the virtual environment or to take into account the
In this section we present a brief description of methods for mea- depth of vision to implement the reticle. Both guides are not
suring VR aspects such as presence, cybersickness and usability. based on empirical studies. Concerning the task performance,
Different research works indicate methods to measure the Christiansen et al. use this measure to determine how good was
sensation of presence in virtual worlds. Baren and Ijssel- the rehabilitation of brain-injured patients through VR [36].
steijn [25] indicate two groups of methods for evaluating pres- The study showed the potential of this type of treatment.
ence: subjective measures or objective corroborative measures. Most of the above studies measure presence, cybersickness
On the one hand, presence should be measured through the or usability separately, without assessing the influence they
user experience by subjective methods [7], [26] because it is a have on each other. However, these three main aspects can be
mental sensation or manifestation. Subjective measures are dependent on each other [24], and they could be significantly
usually obtained from questionnaires, qualitative methods, affected according to the method of interaction or locomotion
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Mayor et al.: A Comparative Study of Virtual Reality Methods of Interaction and Locomotion Based on Presence, Cybersickness and Usability
used. For instance, Weech et al. [23] reviewed articles relating This questionnaire considers three groups of items. They
cybersickness and presence, concluding that there is a nega- can be evaluated separately as metrics for specific aspects of
tive correlation between both variables. Focused on naviga- presence:
tion techniques, Zielasko et al. measured different hands-free Spatial Presence (SP). The sense of being physically
locomotion methods inside a virtual environment through present in the virtual environment.
data visualization [37]. This study evaluated the appropriate- Involvement (INV). Measurement of the attention to the
ness of these methods by measuring presence and cybersick- virtual environment and the involvement experienced.
ness. However, they did not indicate how usability might be Realism (REAL). Measurement of the subjective experi-
affected, and the methods analyzed are currently not the most ence of realism in the virtual world.
used by the VR companies. Buttussi and Chittaro measured Furthermore, the questionnaire contains an additional sin-
the presence generated by different devices using a gamepad, gle-item general group, General (G), to measure a level of
[6] although natural interaction methods were not analyzed. overall presence. The use of specific measures (SP, INV,
Fernandes and Feiner reduced the cybersickness produced by REAL) is useful to validate the subjective opinion about the
the Gamepad method modifying the user’s field of view general presence (G) of the user. Besides, the authors recom-
(FOV) according to the amount of movement applied [38]. mend calculating the final scores of these groups by calculat-
Langbehn et al. [11] analyzed different methods of loco- ing the mean of all their items.
motion: Joystick, Teleport and Redirected Walking. They
conclude that Redirected Walking provides better spatial rec- B. CYBERSICKNESS MEASUREMENT: SSQ
ognition compared to the other two. They also indicate that We have selected SSQ [31] among the different methods for
the Joystick is the locomotion method that produces more measuring user symptoms produced by VR exposure. This ques-
cybersickness. Nonetheless, they did not analyze other meth- tionnaire, developed through the results obtained by multiple
ods widely used, such as Room-Scale or Point of Interest, flight simulators, is also widely used today. For instance, Ragan
nor did they assess the impact of the type of interaction. et al. used this questionnaire to evaluate the cybersickness pro-
In contrast to the previous works mentioned above, our duced by scaling HMD rotations to increase workspace [42].
approach evaluates four methods of interaction and locomotion They demonstrate that the vestibular dissonance produced by a
indicated as most used by VR companies: Gamepad, Points of scaled rotation causes cybersickness. Chessa et al. compared the
interest, Room-Scale and Teleport. These methods are widely levels of cybersickness produced by different types of displays
used in VR environments (see Section IV-A). We simulta- (including modern VR devices) [43] in three different settings: a
neously analyzed the impact of the three main aspects: presence, railway environment, a skyscraper and a roller coaster. Balk
cybersickness and usability in these methods. The objective of et al. validated a modern translation of this questionnaire into
this simultaneous analysis is to define the main properties of Portuguese, demonstrating that it remains valid twenty years
each method and to determine its conditions of use in virtual after its creation [44].
environments. The questionnaire consists of 16 items that follow a 4-point
Likert scale, where 0 means “none” and 3 “severe”, dividing it
into three item clusters. It applies specific weights to the differ-
III. METHOD
ent answers. Consequently, the result of these clusters may
Our study combines subjective measures for presence and
exceed the maximum value of a single question because it is
cybersickness characteristics with objective measures to
not just an average. High outcomes mean worse symptoms for
evaluate usability in the virtual world.
the user. The clusters defined in the SSQ are:
We have work with two of the most relevant questionnaires
Oculomotor (O). Symptoms related to eye function
in the state of the art for presence and cybersickness. In the
problems (eyestrain, difficulty focusing, blurred vision,
case of usability, we evaluate objective measures like perfor-
headache).
mance, through the time automatically measured in completing
Disorientation (D). Loss of orientation or related sensa-
a task, and efficiency, through the dropout rate.
tions (dizziness, vertigo).
Nausea (N). Related to stomach upset or similar reac-
A. PRESENCE MEASUREMENT: IPQ tions (nausea, stomach awareness, increased salivation,
There are different questionnaires for measuring presence burping).
levels. We have selected IPQ [28] because it is widely used Finally, the level of cybersickness is determined by the
to measure presence [39], [40]. Total Score (TS), obtaining the results through these clusters.
The IPQ was designed through the analysis of items from
other questionnaires [24], [41]. IPQ extracts 14 of the most sig- C. USABILITY MEASUREMENT
nificant items related to presence. These evaluated items follow As other studies [19], we refer to the task performance and
a 7-point Likert scale where 0 means “completely disagree” dropout rate. The time to perform a task in VR training sys-
and 6 “completely agree”. Some questions are inverted to cor- tems can indicate the appropriateness of using one or another
roborate the result where 6 means “completely disagree” and 0 interaction and locomotion technique depending on the
“completely agree”. application [19], [36], [45].
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Mayor et al.: A Comparative Study of Virtual Reality Methods of Interaction and Locomotion Based on Presence, Cybersickness and Usability
We measure the task performance as the time needed to The methods with the highest percentage of use in the dif-
perform a specific task using the cumulative method defined ferent companies were: Room-Scale with a percentage of
by Das et al. [46]. The summation of the sample interval con- 27.08 percent, Gamepad with 25.01 percent, Teleport with
stitutes a measure of task performance. The time is automati- 20.83 percent, and Points of interest with 18.75 percent. The
cally recorded and obtained by the average time taken for small remaining percentage is distributed among the other
each task. Additionally, we measure the dropout rate, record- different options. We have grouped the methods obtained
ing whether the user completes the task or not. We have mea- according to the type of interaction with the environment:
sured two types of tasks in this study: Directed by sight: Methods that use the sight to move, inter-
3D Graphical User Interface: Interaction with menus act or indicate the direction through the movement of the
and/or 3D interfaces. This type of tasks is very common head with the HMD. In Points of interest the vision deter-
in VR experiences, e.g., in the interaction when the user mines the movement and interaction with virtual objects. In
has to select a dialog. VR experiences, Gamepad uses sight to move through the
Manipulation: The user must manipulate virtual objects virtual world. It is combined with buttons on an external
to complete the task. There are a wide variety of possible controller that is not visible within the virtual environment.
manipulation tasks. Not all interaction methods allow Natural movement or interaction: Methods that use nat-
users to perform each one of them with the same usabil- ural or realistic movement (with external controllers
ity (take an object or two objects at the same time, rotate visible within the virtual environment) to move or inter-
objects, move them, etc.). Therefore, it is important to act. Room-Scale only uses natural movement to interact
model the interaction methods accurately. In our study, with the virtual objects while in Teleport, the user dis-
the interactions have been designed to allow users to placement is combined with external controllers.
manipulate the objects in different ways. We classified
the different types of interactions as: sequential and par- B. DESCRIPTION OF THE IMPLEMENTED METHODS
allelizable; simple and complex. Sequential interactions 1) POINTS OF INTEREST
are those that must be performed once the previous one The Points of interest method, also called “hotspots” or “run-
is finished. Parallelizable interactions are those that can ning on rails”, is a purely directed by sight method, where the
be performed at the same time using both hands. Com- subjects use the centre of the fixed FOV area to interact with
plex interactions requires the combination of different the different elements and navigate through the virtual
movements, using 6 degrees of freedom (DOF) to han- world [47]. The user can move through the virtual environ-
dle the object (3 positional DOF and 3 rotational DOF). ment observing different visual indicators that stand out in the
Simple interactions only use 3 positional DOF. scenario. In our implementation, when users stare at the indi-
cators, a reticle with the charging process is displayed to start
the default movement. Our process takes three seconds to
IV. EXPERIMENT
complete in which the user cannot change the view to another
This section defines the procedures and design decisions
place. This three-second stand-by confirmation is considered
made to carry out the developed experiment.
not too annoying and prevents unwanted movements. We use
ray casting from the position and orientation of the HMD to
A. SELECTION OF THE METHODS OF INTERACTION detect where the user is pointing, which does not have to
AND LOCOMOTION exactly correspond to where he/she is looking with his/her
There are multiple methods of locomotion used for virtual real- eyes. Horizontal movements in the real world are not allowed
ity. We have analyzed the most commonly used methods because the user remains seated, as shown in Section IV-C.
under three main aspects (presence, cybersickness and usabil- In the implementation of this method, we set the displace-
ity). To this end, we have previously conducted a study to ment velocity to 1.5 m/s, which is close to the real walking
know the methods that companies use most frequently. We speed [38]. Yao et al. recommended the use of this human
contacted the project managers of 14 international VR compa- natural walking speed [35]. This movement provides 2 DOF
nies (Future Lighthouse - USA, Virtual Voyagers - Spain, Tar- in the horizontal plane in the virtual world (see Figure 1).
sier Studios - Sweden, HTC Vive - USA, Estudio Future - The interaction model with the virtual objects is similar to
Spain and others). We asked them through a questionnaire the movement, showing a reticle close to the objects. We have
about the methods of interaction and locomotion most used in implemented the operation of the reticle using of an overlaying
their VR projects. All the items mentioned in the questionnaire grid to the surface pointed by the HMD according to Yao et al.
were widely explained, including the required explanatory vid- In the same way as navigating, the users must stare at the object
eos about them. The survey was conducted by offering a cate- they wish to interact with and it is then highlighted. Once
gorization of the most common research methods found in the again, after three seconds, the object is fixed to the center of
literature (Room-scale, Points of interest, Gamepad, Teleport, the FOV and it remains at the same distance in the direction
Walking in place, Specialized device to simulate real displace- pointed by the HMD as long as it is selected. Then users can
ment and Special actions with hands). If desired, they were move the objects using the head movement (with 3 DOF in ori-
free to add any additional options. entation). When the users want to release the object, they just
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Mayor et al.: A Comparative Study of Virtual Reality Methods of Interaction and Locomotion Based on Presence, Cybersickness and Usability
FIGURE 1. The figure shows the different DOF allowed in the user’s real movement (orange/light color) and additional DOF thanks to the
virtual locomotion method used (blue/dark color). The sum of both indicates all the possibilities that the user has to move in the virtual
environment for each method.
have to keep the orientation of the HMD fixed for three sec- the place where the user wants to move. Users move instantly to
onds. All these actions have visual feedback that reflects the this position when the button is released. Simple cut-off transi-
loading time on the displayed reticle. tions or instantaneous transitions are most appropriate to avoid
The user usually moves through the virtual world and breaking presence levels [39]. We have replicated the implemen-
interacts with its objects at the same time. Both actions are tation made by Bozgeyikli [49] to develop this method.
performed directly by sight in this method. For this reason, In this method, the users have 3DOF in orientation and 1DOF
the users can keep their eyes still to look at a displacement in position on the vertical y-axis. Users can rotate, bend down
point without releasing the previously gripped object. and stand up but are not allowed to move around in the horizon-
tal plane of the real world to force them to use the trackable con-
2) GAMEPAD trollers. To interact with virtual objects, the users can operate
In this method, the user employs a gamepad controller to interact with the same trackable controllers. They can place the controller
with virtual objects and move around the scenario. The move- closer to a virtual object and press the button specified to pick it
ment of the used HMD (see Section IV-C) allows users to up. They can manipulate it with the natural movement of the
observe the scenario in 3DOF in orientation [6], [48]. Users can hand, rotating and moving the object in 6 DOF.
then use the joystick of the gamepad forward or backward and
point with the HMD to select the direction of movement in 4) ROOM-SCALE
2DOF (horizontal plane position on x and z axes). Vertical In this method, the users can physically walk in the real world by
movements (on y-axis) in the real world are not allowed because using the tracking capabilities of the HMD, observing their dis-
the user remains seated. Our displacement velocity is also close placement in the virtual environment. Room-Scale is the closest
to 1.5 m/s, as in the previous method. to the actual user movements and provides 6 DOF of motion
In our implementation, there is a reticle in the center of the (orientation and position). We develop the method in a similar
FOV to allow users to interact with virtual objects. Similarly way to [50].
to Point of interest, the reticle indicates the objects which the The user can see the limits of the tracking space thanks to vir-
user can interact with, but instead of waiting three seconds tual lines. These lines allow the user to move around safely
users can press two buttons on the remote control to interact increasing confidence within the virtual space. Similar to Tele-
with the object. The first one is pressed to indicate that the port, users have to use the trackable controllers in their hands to
user want to grab the selected virtual object, attaching it to the interact with objects. With the natural movement of the hand, the
same distance in the direction pointed by the HMD. If the subject can rotate and move the object with controllers in 6 DOF.
user presses the same button again, the virtual object will be
released. The second button can be pressed to perform differ- C. ENVIRONMENT
ent actions (rotate, activate, change position, etc.) depending We chose HTC Vive VR HMD as the experimental device.
on the selected object. This facilitates its usability. This device offers a high resolution (2160 x 1200, FOV-110
degrees) and performance (90-Hz) compared to other
3) TELEPORT well-known devices, such as Samsung Gear VR or CAVE
In this method, users can manipulate trackable devices (which [51]. HTC Vive allows us to develop all the methods of inter-
can be seen within the virtual scene) for displacement. This type action and locomotion studied in this article. In addition it pro-
of device detects the position of the user’s hands and, at the same vides lighthouses to send the signal to track the HMD. All
time, provide a way to select objects and to navigate through sce- experiments were performed in an area of 4m 4m (limited
narios. When the user presses one of the buttons of the device, a by HTC Vive) with the same temperature avoiding reflective
laser appears in the virtual world. The position of the laser means surfaces that could affect the behavior of the lighthouses (using
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Mayor et al.: A Comparative Study of Virtual Reality Methods of Interaction and Locomotion Based on Presence, Cybersickness and Usability
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Mayor et al.: A Comparative Study of Virtual Reality Methods of Interaction and Locomotion Based on Presence, Cybersickness and Usability
TABLE 1. Results (mean values) obtained throughout the study 1) In terms of presence (IPQ): SP (Chi-Square (x2 ) = 5.69,
for the IPQ and SSQ questionnaires including the average p = 0.128); INV (x2 = 4.46, p = 0.216); REAL (x2 =
duration of tasks (3D interface and manipulation). 1.42, p = 0.699). Therefore, there were not any statisti-
Variable Mean/Max. SD cally significant differences among the chapters with
respect to presence.
G 5.112/6 1.04
SP 4.79/6 0.850 2) In terms of cybersickness (SSQ): N (x2 = 3.56, p =
IPQ 0.313); O (x2 = 3.77, p = 0.287); D (x2 = 3.23, p =
INV 4.46/6 1.13
REAL 3.04/6 0.996 0.357). Similarly, no statistically significant differences
TS 7.72/200.34 10.86 were found for cybersickness.
N 8.50/159.18 16.37 3) In terms of task completion times, interaction with 3D
SSQ
O 9.71/292.32 15.73 graphical user interfaces reported x2 = 4.37 (p =
D 20.66/92.54 28.98 0.224), which showed no significant differences for the
Interface 15.58/300 14.28 chapters, as it was the same type of interaction. On the
Task Manipulation 14.28/300 90.90 other hand, the manipulation with objects reported x2 =
Max.= Maximum value each variable can take.
15.08 (p = 0.002) which showed statistically significant
differences, as the interaction varied by chapter.
have previous VR experience. All subjects carried out the These results indicate that the content of the different
experiment under the same conditions (same device, same chapters does not significantly affect the presence and cyber-
computer, same procedure and in the presence of the same sickness. As expected, we only found statistically significant
supervisor). The order of the chapters was the same for all differences for the different manipulation tasks. It will there-
users, but the order the locomotion methods (one different per fore be studied in a further analysis, separating it by chapters.
chapter) changed for each user in a balanced way. The balanc- In the following sections we detail the comparative analy-
ing strategy consisted of giving each participant a possible per- sis of the different methods of interaction and locomotion
mutation of methods, completing all possible permutations regarding presence, cybersickness, and usability.
with all participants. We used the balanced latin square algo-
rithm, which allowed us to eliminate consecutive dependen-
B. DIFFERENCES BETWEEN INTERACTION AND
cies between methods. This way, the participants had to
LOCOMOTION METHODS
perform the experiment with all methods described above but
In order to determine whether there are significant differen-
in a different order. Thus, the content of each chapter does not
ces between the different methods of locomotion we con-
affect the results of the selected locomotion method.
ducted an inter-method analysis through hypothesis contrast
testing. We used a Friedman test with a significance level of
V. RESULTS
p < 0.05, finding significant differences. Table 2 shows the
In this section, we detail the results obtained from the experi-
results obtained for IPQ, SSQ and 3D interface task meas-
ments carried out. We have used SPSS v24 for statistical analysis
ures. In Table 3 we can see the results obtained by grouping
and chart creation. First, we evaluate whether there are statistical
in pairs the methods that showed statistically significant dif-
significant differences between the methods of interaction and
ferences in the previous Friedman test. The manipulation
locomotion in terms of presence and cybersickness. Then, we
task is not reflected in both tables because it showed statisti-
present the results about usability. Subsequently, we detail the
cally significant differences among the chapters.
conclusions of the subjective evaluation of the same methods.
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Mayor et al.: A Comparative Study of Virtual Reality Methods of Interaction and Locomotion Based on Presence, Cybersickness and Usability
Variable p-value
G 0.000 **
SP 0.007 **
IPQ
INV 0.839
REAL 0.101
TS 0.000 **
N 0.122
SSQ
O 0.000 **
D 0.000 **
Task Interface 0.002 **
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Mayor et al.: A Comparative Study of Virtual Reality Methods of Interaction and Locomotion Based on Presence, Cybersickness and Usability
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Mayor et al.: A Comparative Study of Virtual Reality Methods of Interaction and Locomotion Based on Presence, Cybersickness and Usability
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Australasian Conf. Interactive Entertainment, 2015, pp. 3–14. [Online]. versitario de Tecnologa y Arte Digital (U-tad;
Available: http://crpit.com/confpapers/CRPITV167Davis.pdf Madrid, Spain). He is working toward the PhD
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“Oculus best practices guide,” Mar. 2014. [Online]. Available: https:// Juan Carlos (Madrid, Spain). In 2013, he worked as
static.oculus.com/documentation/pdfs/intro-vr/latest/bp.pdf a ask if this should be research fellow with the Uni-
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dynamic field-of-view modification,” in Proc. IEEE Symp. 3D User Inter- and the PhD degree in computer science from the
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Mar. 2017, pp. 285–286. loga y Arte Digital (U-tad), Spain. Since 2013, she
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and spatial orientation,” IEEE Trans. Vis. Comput. Graph., vol. 23, no. 8, degree in marketing from the Universidad Autonoma
pp. 1880–1895, Aug. 2017. de Madrid (UAM), in 2006. He is an associate profes-
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of the oculus Rift for immersive virtual reality,” HumanComput. Interac- los and CCS, Spain. He has also done long placement
tion, pp. 1–32, 2016. [Online]. Available: https://doi.org/10.1080/ abroad in some prestigious international researching
07370024.2016.1243478 centers, such as CERN, NeSC, NRC, and the Univer-
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Driver Assessment Training Vehicle Des., Mar. 2013, pp. 257–263. and visualization.
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