Ah, this is an interesting survey on Virtual Reality (VR) interactions. It discusses the possibility of creating interactions in VR that are not possible in the real world by manipulating spacetime or altering the user’s body representation. For example, stretching the user’s virtual arm to reach distant objects or scaling up the user’s avatar for faster movement.
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It seems like ritar’s research is aligned with this.
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The SHAPE lab that published this paper seems to be heavily involved in this type of research.
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- I’m intrigued by the concept of time.
- 204 refers to Spacetime: Enabling Fluid Individual and Collaborative Editing in Virtual Reality
- 148 is related to Active guideline: spatiotemporal history as a motion technique and navigation aid for virtual environments
- 74 is about Mediated-Timescale Learning: Manipulating Timescales in Virtual Reality to Improve Real-World Tennis Forehand Volley
- It seems similar to “Playing kendama! VR” or related to the calendar research.
- 126 discusses The matrix has you: realizing slow motion in full-body virtual reality
- I’m intrigued by the concept of time.
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I should revisit this in the context of recent CGUI Lab Research (FMRG) 2024~ to gain a better understanding.
- I want to explore the previous studies on spatial asymmetry.
https://www.youtube.com/watch?v=YbchXAwJ2lM
- That’s right, it’s similar to the concept of Computer-mediated reality.
- Describing specific parameters and signifiers is beneficial.
- It allows for making claims like “Based on this framework, you can identify these gaps in previous research.”