53 citations · 98 across the 9 of their papers we have counts for
9 papers
GulliVR: A Walking-Oriented Technique for Navigation in Virtual Reality Games Based on Virtual Body Resizing
Andrey Krekhov, Sebastian Cmentowski, Katharina Emmerich +2
Virtual reality games are often centered around our feeling of "being there". That presence can be significantly enhanced by supporting physical walking. Although modern virtual re…
Deadeye: A Novel Preattentive Visualization Technique Based on Dichoptic Presentation
Andrey Krekhov, Jens Krueger
Preattentive visual features such as hue or flickering can effectively draw attention to an object of interest -- for instance, an important feature in a scientific visualization.…
Streaming VR Games to the Broad Audience: A Comparison of the First-Person and Third-Person Perspectives
Katharina Emmerich, Andrey Krekhov, Sebastian Cmentowski +1
The spectatorship experience for virtual reality (VR) games differs strongly from its non-VR precursor. When watching non-VR games on platforms such as Twitch, spectators just see…
How to Improve Your Virtual Experience -- Exploring the Obstacles of Mainstream VR
Andrey Krekhov
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 ver…
Silhouette Games: An Interactive One-Way Mirror Approach to Watching Players in VR
Andrey Krekhov, Daniel Preuß, Sebastian Cmentowski +1
Watching others play is a key ingredient of digital games and an important aspect of games user research. However, spectatorship is not very popular in virtual reality, as such gam…
Beyond Human: Animals as an Escape from Stereotype Avatars in Virtual Reality Games
Andrey Krekhov, Sebastian Cmentowski, Katharina Emmerich +1
Virtual reality setups are particularly suited to create a tight bond between players and their avatars up to a degree where we start perceiving the virtual representation as our o…