How to Improve Your Virtual Experience -- Exploring the Obstacles of Mainstream VR
Andrey Krekhov

TL;DR
This paper explores obstacles in mainstream VR, focusing on locomotion, interaction, and perception, proposing novel solutions and critically assessing their implications for improving virtual experiences.
Contribution
It introduces a novel locomotion method via body resizing, comprehensive interaction models, and perceptual illusions, advancing VR research in multiple key areas.
Findings
A new large-distance locomotion technique using body resizing
Development of self-transforming controllers and VR inventories
Demonstration of body ownership illusions with nonhumanoid avatars
Abstract
What is Virtual Reality? A professional tool, made to facilitate our everyday tasks? A conceptual mistake, accompanied by cybersickness and unsolved locomotion issues since the very beginning? Or just another source of entertainment that helps us escape from our deteriorating world? The public and scientific opinions in this respect are diverse. Furthermore, as researchers, we sometimes ask ourselves whether our work in this area is really "worth it", given the ambiguous prognosis regarding the future of VR. To tackle this question, we explore three different areas of VR research in this dissertation, namely locomotion, interaction, and perception. We begin our journey by structuring VR locomotion and by introducing a novel locomotion concept for large distance traveling via virtual body resizing. In the second part, we focus on our interaction possibilities in VR. We learn how to…
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