How to set safety boundary in virtual reality: A dynamic approach based on user motion prediction

IF 0.9 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING Computer Animation and Virtual Worlds Pub Date : 2023-08-22 DOI:10.1002/cav.2210
Haoxiang Wang, Xiaoping Che, Enyao Chang, Chenxin Qu, Yao Luo, Zhenlin Wei
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引用次数: 0

Abstract

Virtual reality (VR) interaction safety is a prerequisite for all user activities in the virtual environment. While seeking a deep sense of immersion with little concern about surrounding obstacles, users may have limited ability to perceive the real-world space, resulting in possible collisions with real-world objects. Nowadays, recent works and rendering techniques such as the Chaperone can provide safety boundaries to users but confines them in a small static space and lack of immediacy. To solve this problem, we propose a dynamic approach based on user motion prediction named SCARF, which uses Spearman's correlation analysis, rule learning, and few-shot learning to achieve prediction of user movements in specific VR tasks. Specifically, we study the relationship between user characteristics, human motion, and categories of VR tasks and provides an approach that uses biomechanical analysis to define the interaction space in VR dynamically.We report on a user study with 58 volunteers and establish a three dimensional kinematic dataset from a VR game. The experiments validate that our few-shot learning model is effective and can improve the performance of motion prediction. Finally, we implement SCARF in VR environment for dynamic safety boundary adjustment.

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如何在虚拟现实中设置安全边界:一种基于用户运动预测的动态方法
虚拟现实(VR)交互安全是虚拟环境中所有用户活动的先决条件。虽然用户在寻求深度沉浸感的同时,几乎不关心周围的障碍物,但他们感知现实世界空间的能力可能有限,从而可能与现实世界物体发生碰撞。如今,最近的作品和渲染技术,如Chaperone,可以为用户提供安全边界,但将他们限制在一个小的静态空间中,缺乏即时性。为了解决这个问题,我们提出了一种基于用户运动预测的动态方法SCARF,该方法使用Spearman的相关性分析、规则学习和少镜头学习来实现对特定VR任务中用户运动的预测。具体而言,我们研究了用户特征、人类运动和VR任务类别之间的关系,并提供了一种使用生物力学分析动态定义VR中交互空间的方法。我们报告了一项针对58名志愿者的用户研究,并从VR游戏中建立了一个三维运动学数据集。实验验证了我们的少镜头学习模型是有效的,可以提高运动预测的性能。最后,我们在虚拟现实环境中实现了SCARF,用于动态安全边界调整。
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来源期刊
Computer Animation and Virtual Worlds
Computer Animation and Virtual Worlds 工程技术-计算机:软件工程
CiteScore
2.20
自引率
0.00%
发文量
90
审稿时长
6-12 weeks
期刊介绍: With the advent of very powerful PCs and high-end graphics cards, there has been an incredible development in Virtual Worlds, real-time computer animation and simulation, games. But at the same time, new and cheaper Virtual Reality devices have appeared allowing an interaction with these real-time Virtual Worlds and even with real worlds through Augmented Reality. Three-dimensional characters, especially Virtual Humans are now of an exceptional quality, which allows to use them in the movie industry. But this is only a beginning, as with the development of Artificial Intelligence and Agent technology, these characters will become more and more autonomous and even intelligent. They will inhabit the Virtual Worlds in a Virtual Life together with animals and plants.
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