AvatarGo:即插即用的虚拟现实自我化身

J. L. Ponton, E. Monclús, N. Pelechano
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引用次数: 7

摘要

在VR应用程序中使用自我化身可以增强存在感和化身,从而带来更好的用户体验。在协作式虚拟现实中,它还促进了非语言交流。目前,使用廉价的跟踪器跟踪一些身体部位,然后应用IK方法来动画角色是可能的。然而,追踪器和角色关节之间的对应关系通常是固定的,这足以让角色动画化,但会导致用户的身体姿势和角色之间明显的不匹配。在本文中,我们提出了一个快速且易于设置的系统来计算精确的偏移值,每个用户都是唯一的,这导致了虚拟角色运动的改进。我们的用户研究表明,当使用精确偏移量而不是固定偏移量时,体现感显着增加。我们还允许用户看到覆盖在他们真实身体上的半透明化身,用我们的技术客观地评估化身的运动质量。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
AvatarGo: Plug and Play self-avatars for VR
The use of self-avatars in a VR application can enhance presence and embodiment which leads to a better user experience. In collaborative VR it also facilitates non-verbal communication. Currently it is possible to track a few body parts with cheap trackers and then apply IK methods to animate a character. However, the correspondence between trackers and avatar joints is typically fixed ad-hoc, which is enough to animate the avatar, but causes noticeable mismatches between the user's body pose and the avatar. In this paper we present a fast and easy to set up system to compute exact offset values, unique for each user, which leads to improvements in avatar movement. Our user study shows that the Sense of Embodiment increased significantly when using exact offsets as opposed to fixed ones. We also allowed the users to see a semitransparent avatar overlaid with their real body to objectively evaluate the quality of the avatar movement with our technique.
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