A full-body motion calibration and retargeting for intuitive object manipulation in immersive virtual environments

Brandon Wilson, M. Bounds, A. Tavakkoli
{"title":"A full-body motion calibration and retargeting for intuitive object manipulation in immersive virtual environments","authors":"Brandon Wilson, M. Bounds, A. Tavakkoli","doi":"10.1109/SEARIS.2016.7551585","DOIUrl":null,"url":null,"abstract":"In this paper a system is proposed to combine small finger movements with the large-scale body movements captured from a motion capture system. The strength of the proposed work over previous research is in the real-time performance of integrating small-scale finger and hand animation with the full-body skeletal animation. This provides a higher degree of immersion and interactivity when compared to more traditional virtual reality systems which use traditional user interfaces. A number of experiments are conducted with humanoid skeletons that are both similar to an actual humane. g. a SWAT officer, and those that are dissimilar - e.g. a Gremlin, to showcase the performance of the proposed approach.","PeriodicalId":131714,"journal":{"name":"2016 IEEE 9th Workshop on Software Engineering and Architectures for Realtime Interactive Systems (SEARIS)","volume":"322 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2016-03-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"5","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2016 IEEE 9th Workshop on Software Engineering and Architectures for Realtime Interactive Systems (SEARIS)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/SEARIS.2016.7551585","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 5

Abstract

In this paper a system is proposed to combine small finger movements with the large-scale body movements captured from a motion capture system. The strength of the proposed work over previous research is in the real-time performance of integrating small-scale finger and hand animation with the full-body skeletal animation. This provides a higher degree of immersion and interactivity when compared to more traditional virtual reality systems which use traditional user interfaces. A number of experiments are conducted with humanoid skeletons that are both similar to an actual humane. g. a SWAT officer, and those that are dissimilar - e.g. a Gremlin, to showcase the performance of the proposed approach.
沉浸式虚拟环境中用于直观对象操作的全身运动校准和重定向
本文提出了一种将小手指动作与动作捕捉系统捕获的大规模身体动作相结合的系统。与以往的研究相比,本研究的优势在于将小尺度的手指和手动画与全身骨骼动画相结合的实时性。与使用传统用户界面的传统虚拟现实系统相比,这提供了更高程度的沉浸感和交互性。许多实验都是用与真人相似的类人骨骼进行的。例如,一名特警,以及与之不同的人,例如小妖精,以展示拟议方法的性能。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信