{"title":"User Motion Accentuation in Social Pointing Scenario","authors":"Ruoxi Guo, Lisa Izzouzi, A. Steed","doi":"10.1109/VRW58643.2023.00130","DOIUrl":null,"url":null,"abstract":"Few existing methods produce full-body user motion in virtual en-vironments from only the tracking from a consumer-level head-mounted-display. This preliminary project generates full-body motions from the user's hands and head positions through data-based motion accentuation. The method is evaluated in a simple collaborative scenario with one Pointer, represented by an avatar, pointing at targets while an Observer interprets the Pointer's movements. The Pointer's motion is modified by our motion accentuation algorithm SocialMoves. Comparisons on the Pointer's motion are made be-tween SocialMoves, a system built around Final IK, and a ground truth capture. Our method showed the same level of user experience as the ground truth method.","PeriodicalId":412598,"journal":{"name":"2023 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)","volume":"38 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2023-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2023 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/VRW58643.2023.00130","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
Few existing methods produce full-body user motion in virtual en-vironments from only the tracking from a consumer-level head-mounted-display. This preliminary project generates full-body motions from the user's hands and head positions through data-based motion accentuation. The method is evaluated in a simple collaborative scenario with one Pointer, represented by an avatar, pointing at targets while an Observer interprets the Pointer's movements. The Pointer's motion is modified by our motion accentuation algorithm SocialMoves. Comparisons on the Pointer's motion are made be-tween SocialMoves, a system built around Final IK, and a ground truth capture. Our method showed the same level of user experience as the ground truth method.
在虚拟环境中,很少有现有的方法仅通过消费者级头戴式显示器的跟踪来产生用户的全身运动。这个初步的项目通过基于数据的运动强化,从用户的手和头的位置产生全身运动。该方法在一个简单的协作场景中进行评估,其中有一个指针,由化身表示,指向目标,而观察者解释指针的运动。指针的运动由我们的运动强化算法SocialMoves修改。我们在SocialMoves(围绕Final IK构建的系统)和ground truth capture(真实捕获)之间比较了Pointer的运动。我们的方法显示了与ground truth方法相同的用户体验水平。