activity
20192025
most citedGulliVR: A Walking-Oriented Technique for Navigation in Virtual Reality Games Based on Virtual Body Resizing

53 citations · 162 across the 13 of their papers we have counts for

collaborators

13 papers

cs.HC2025★ 53 cited

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…

cs.HC2021★ 3 cited

"I Packed My Bag and in It I Put...": A Taxonomy of Inventory Systems for Virtual Reality Games

Sebastian Cmentowski, Andrey Krekhov, Jens Krüger

On a journey, a backpack is a perfect place to store and organize the necessary provisions and tools. Similarly, carrying and managing items is a central part of most digital games…

cs.HC2021★ 5 cited

Towards Sneaking as a Playful Input Modality for Virtual Environments

Sebastian Cmentowski, Andrey Krekhov, André Zenner +2

Using virtual reality setups, users can fade out of their surroundings and dive fully into a thrilling and appealing virtual environment. The success of such immersive experiences…

cs.HC2021★ 20 cited

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.…

cs.HC2021★ 3 cited

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…

cs.HC2020

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…

cs.HC2020★ 13 cited

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…

cs.HC2019★ 4 cited

Toward a Taxonomy of Inventory Systems for Virtual Reality Games

Sebastian Cmentowski, Andrey Krekhov, Ann-Marie Müller +1

Virtual reality (VR) games are gradually becoming more elaborated and feature-rich, but fail to reach the complexity of traditional digital games. One common feature that is used t…

cs.HC2019★ 52 cited

Outstanding: A Multi-Perspective Travel Approach for Virtual Reality Games

Sebastian Cmentowski, Andrey Krekhov, Jens Krüger

In virtual reality games, players dive into fictional environments and can experience a compelling and immersive world. State-of-the-art VR systems allow for natural and intuitive…

cs.HC2019★ 3 cited

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…

cs.HC2019

The Illusion of Animal Body Ownership and Its Potential for Virtual Reality Games

Andrey Krekhov, Sebastian Cmentowski, Jens Krüger

Virtual reality offers the unique possibility to experience a virtual representation as our own body. In contrast to previous research that predominantly studied this phenomenon fo…

cs.HC2019★ 5 cited

Integrating Visualization Literacy into Computer Graphics Education Using the Example of Dear Data

Andrey Krekhov, Michael Michalski, Jens Krüger

The amount of visual communication we are facing is rapidly increasing, and skills to process, understand, and generate visual representations are in high demand. Especially studen…

cs.HC2019★ 1 cited

Deadeye Visualization Revisited: Investigation of Preattentiveness and Applicability in Virtual Environments

Andrey Krekhov, Sebastian Cmentowski, Andre Waschk +1

Visualizations rely on highlighting to attract and guide our attention. To make an object of interest stand out independently from a number of distractors, the underlying visual cu…