2026
article
OpenAlex
Alexandre Gomes de Siqueira, Roshan Venkatakrishnan, Kathryn Lucaites, Rohith Venkatakrishnan et autres
Immersive Virtual Environments (IVEs) incorporating tangible graspable objects are becoming more accessible for training and other applications. Visual and proprioceptive information has been shown to be important for accurate distance and size perception. However, previous research has shown that users overestimate the …
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Accès ouvert
2023
article
OpenAlex
Moloud Nasiri, John R. Porter, Kristopher Kohm, Andrew Robb
Little research has studied how people use Virtual Reality (VR) changes as they experience VR. This article reports the results of an experiment investigating how users’ behavior with two locomotion methods changed over 4 weeks: teleportation and joystick-based locomotion. Twenty novice VR …
us
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2022
article
OpenAlex
Balagopal Raveendranath, Christopher C. Pagano, Moloud Nasiri, Andrew Robb et autres
Planar, orthogonal structures are very common in man-made environments. We often interact with rectangular structures such as doors and walls in our environment. When a rigid, rectangular structure rotates about a pivot axis, there is information in the ambient optic array, that …
us
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2022
conference-paper
OpenAlex
Moloud Nasiri, Reza Ghaiumy Anaraky, Sabarish V. Babu, Andrew Robb
Walking through immersive virtual environments is one of the important parts of Virtual Reality (VR) applications. Prior research has established that users’ gait in virtual and real environments differs; however, little research has evaluated how users’ gait differs as users gain more …
us
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Accès ouvert
2021
article
OpenAlex
Balagopal Raveendranath, Moloud Nasiri, Christopher C. Pagano, Sabarish V. Babu
Doors afford the action of entry and exit from an enclosed space. Although doors usually swing about an axis of rotation which falls along one of its side edges, some types of doors like pivot doors, rotate about an intermediate pivot axis, …
us
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2021
conference-paper
OpenAlex
Moloud Nasiri
Walking is one of the most influential parts of virtual reality applications, such as training, health care, and education. Prior research has established that people's gait behavior change when walking in virtual reality (VR), as compared to the real world. However, very …
us
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2021
conference-paper
OpenAlex
Alexandre Gomes de Siqueira, Rohith Venkatakrishnan, Roshan Venkatakrishnan, Ayush Bhargava et autres
Immersive Virtual Environments (IVEs) incorporating tangibles are becoming more accessible. The success of applications combining 3D printed tangibles and VR often depends on how accurately size is perceived. Research has shown that visuo-haptic perceptual information is important in the perception of size. …
us
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2019
conference-paper
OpenAlex
Moloud Nasiri, Brygg Ullmer
This method enables important messages to be shared among people who may not have access to or prefer not to use cell phones. Communication Die aims to provide a communication link in a way that is not only simpler or safer than …