{"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.