SnapMove:虚拟现实中的运动投影映射

B. Cohn, A. Maselli, E. Ofek, Mar González-Franco
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引用次数: 8

摘要

我们提出了SnapMove一种技术来重新投影到达运动在虚拟现实。SnapMove可用于减少对大型,疲劳或困难运动的需求。我们设计了多种重投射技术,线性或平面,单手,双手或头部快照,可用于伸手,投掷和虚拟工具操作。在一项用户研究(n=21)中,我们探讨了自我化身追随者效应是否可以根据重新映射引入的运动成本进行调节。SnapMove成功地将用户的手位置从例如较低的区域重新投影到较高的虚拟手位置-这种映射可以理想地限制疲劳。它还成功地保留了化身的化身,并逐渐使用户执行对康复场景最感兴趣的高消耗能量的动作。我们实现了菜单交互、攀爬、划船和投掷飞镖的应用程序。总的来说,SnapMove可以使虚拟环境中的交互更容易。我们讨论了SnapMove在游戏、可访问性和治疗方面应用的潜在影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
SnapMove: Movement Projection Mapping in Virtual Reality
We present SnapMove a technique to reproject reaching movements inside Virtual Reality. SnapMove can be used to reduce the need of large, fatiguing or difficult motions. We designed multiple reprojection techniques, linear or planar, uni-manual, bi-manual or head snap, that can be used for reaching, throwing and virtual tool manipulation. In a user study (n=21) we explore if the self-avatar follower effect can be modulated depending on the cost of the motion introduced by remapping. SnapMove was successful in re-projecting user’s hand position from e.g. a lower area, to a higher avatar-hand position–a mapping which can be ideal for limiting fatigue. It was also successful in preserving avatar embodiment and gradually bring users to perform movements with higher cost energies, which have most interest for rehabilitation scenarios. We implemented applications for menu interaction, climbing, rowing, and throwing darts. Overall, SnapMove can make interactions in virtual environments easier. We discuss the potential impact of SnapMove for application in gaming, accessibility and therapy.
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