IMMERSE: IMMersive Environment for Representing Self-avatar Easily

被引:0
|
作者
Viola, Eros [1 ]
Martini, Matteo [1 ]
Solari, Fabio [1 ]
Chessa, Manuela [1 ]
机构
[1] Univ Genoa, Dept Informat Bioengn Robot & Syst Engn DIBRIS, Genoa, Italy
关键词
full-body representation; immersive VR; body tracking; hand tracking; interaction in VR;
D O I
10.1109/GEM61861.2024.10585468
中图分类号
TP39 [计算机的应用];
学科分类号
081203 ; 0835 ;
摘要
Recently, the importance of having a representation of the users inside Virtual Reality (VR) by using avatars, which replicate the movements of real humans, has grown in several fields of application. Nowadays, developers can use many off-the-shelf devices for visualizations and tracking. Game engines like Unity3D and Unreal allow to easily integrate packages to manage head-mounted displays and other tracking devices. However, it is still difficult to combine different solutions and achieve a full representation of the human body, e.g., combining full-body and hand tracking or switching among different tracking modalities in an easy way. This paper describes IMMERSE, an open-source framework based on Unity3D, the XR Interaction toolkit, and an inverse kinematics solver. IMMERSE allows developers to insert a VR avatar in a virtual environment, animate it through different sources of 6DOF tracking measurements, which are also interchangeable during the simulation, and finally record the movements to animate other avatars or input to motion analysis techniques.
引用
收藏
页码:209 / 214
页数:6
相关论文
共 50 条
  • [1] Prism Aftereffects for Throwing with a Self-Avatar in an Immersive Virtual Environment
    Bodenheimer, Bobby
    Creem-Regehr, Sarah
    Stefanucci, Jeanine
    Shemetova, Elena
    Thompson, William B.
    [J]. 2017 IEEE VIRTUAL REALITY (VR), 2017, : 141 - 147
  • [2] The Impact of a Self-Avatar on Cognitive Load in Immersive Virtual Reality
    Steed, Anthony
    Pan, Ye
    Zisch, Fiona
    Steptoe, William
    [J]. 2016 IEEE VIRTUAL REALITY CONFERENCE (VR), 2016, : 67 - 76
  • [3] Study of self-avatar's influence on motor skills training in immersive virtual environments
    Ricca, Aylen
    Chellali, Amine
    Otmane, Samir
    [J]. PROCEEDINGS OF THE VIRTUAL REALITY INTERNATIONAL CONFERENCE - LAVAL VIRTUAL (ACM VRIC 2018), 2018,
  • [4] The Effects of Motion Artifacts on Self-Avatar Agency
    Koilias, Alexandros
    Mousas, Christos
    Anagnostopoulos, Christos-Nikolaos
    [J]. INFORMATICS-BASEL, 2019, 6 (02):
  • [5] The Effect of Viewing a Self-Avatar on Distance Judgments in an HMD-Based Virtual Environment
    Mohler, Betty J.
    Creem-Regehr, Sarah H.
    Thompson, William B.
    Buelthoff, Heinrich H.
    [J]. PRESENCE-TELEOPERATORS AND VIRTUAL ENVIRONMENTS, 2010, 19 (03) : 230 - 242
  • [6] The Self-Avatar Follower Effect in Virtual Reality
    Gonzalez-Franco, Mar
    Cohn, Brian
    Ofek, Eyal
    Burin, Dalila
    Maselli, Antonella
    [J]. 2020 IEEE CONFERENCE ON VIRTUAL REALITY AND 3D USER INTERFACES (VR 2020), 2020, : 18 - 25
  • [7] TESTING THE INTERACTION WITH A SELF-AVATAR USING BEHAVIORAL MEASURES
    Menshikova, Galina
    Krasilschikova, Natalia
    [J]. PSYCHOPHYSIOLOGY, 2017, 54 : S141 - S141
  • [8] Subjective Effects of Flying With an Autoscopic Self-Avatar in Third-Person Perspective Within an Immersive Mixed Reality
    Amato, Etienne Armand
    Pereny, Etienne
    Berthoz, Alain
    [J]. PROCEEDINGS OF THE 32ND INTERNATIONAL CONFERENCE ON COMPUTER ANIMATION AND SOCIAL AGENTS (CASA 2019), 2019, : 69 - 74
  • [9] An Evaluation of Self-Avatar Eye Movement for Virtual Embodiment
    Borland, David
    Peck, Tabitha
    Slater, Mel
    [J]. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS, 2013, 19 (04) : 591 - 596
  • [10] Effects of Self-Avatar and Gaze on Avoidance Movement Behavior
    Mousas, Christos
    Koilias, Alexandros
    Anastasiou, Dimitris
    Rekabdar, Banafsheh
    Anagnostopoulos, Christos-Nikolaos
    [J]. 2019 26TH IEEE CONFERENCE ON VIRTUAL REALITY AND 3D USER INTERFACES (VR), 2019, : 726 - 734