实时人类运动映射到虚拟环境

Subodha Charles
{"title":"实时人类运动映射到虚拟环境","authors":"Subodha Charles","doi":"10.1109/TENCONSPRING.2016.7519395","DOIUrl":null,"url":null,"abstract":"The development of Virtual Reality (VR) into consumer products has given new perspectives to many areas. This paper presents a method to enhance the VR experience by mapping real time body movements of a person to a virtual world such that the user can do basic interactions (move, lift, throw) with objects found in the virtual environment. This technique combines a Kinect controlled full body avatar with Oculus Rift head-mounted-display through the Unity game engine. Despite few failures in Kinect skeletal tracker when in sideways poses, movements were mapped with zero latency allowing the user to interact in real time.","PeriodicalId":166275,"journal":{"name":"2016 IEEE Region 10 Symposium (TENSYMP)","volume":"8 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2016-05-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"7","resultStr":"{\"title\":\"Real-time human movement mapping to a virtual environment\",\"authors\":\"Subodha Charles\",\"doi\":\"10.1109/TENCONSPRING.2016.7519395\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"The development of Virtual Reality (VR) into consumer products has given new perspectives to many areas. This paper presents a method to enhance the VR experience by mapping real time body movements of a person to a virtual world such that the user can do basic interactions (move, lift, throw) with objects found in the virtual environment. This technique combines a Kinect controlled full body avatar with Oculus Rift head-mounted-display through the Unity game engine. Despite few failures in Kinect skeletal tracker when in sideways poses, movements were mapped with zero latency allowing the user to interact in real time.\",\"PeriodicalId\":166275,\"journal\":{\"name\":\"2016 IEEE Region 10 Symposium (TENSYMP)\",\"volume\":\"8 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2016-05-09\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"7\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2016 IEEE Region 10 Symposium (TENSYMP)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/TENCONSPRING.2016.7519395\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2016 IEEE Region 10 Symposium (TENSYMP)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/TENCONSPRING.2016.7519395","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 7

摘要

虚拟现实技术在消费品领域的发展为许多领域提供了新的视角。本文提出了一种通过将人的实时身体运动映射到虚拟世界来增强VR体验的方法,使用户可以与虚拟环境中的物体进行基本交互(移动,举起,投掷)。这种技术通过Unity游戏引擎将Kinect控制的全身化身与Oculus Rift头戴式显示器结合在一起。尽管Kinect骨骼跟踪器在侧身姿势时很少出现故障,但动作被映射为零延迟,允许用户实时交互。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
Real-time human movement mapping to a virtual environment
The development of Virtual Reality (VR) into consumer products has given new perspectives to many areas. This paper presents a method to enhance the VR experience by mapping real time body movements of a person to a virtual world such that the user can do basic interactions (move, lift, throw) with objects found in the virtual environment. This technique combines a Kinect controlled full body avatar with Oculus Rift head-mounted-display through the Unity game engine. Despite few failures in Kinect skeletal tracker when in sideways poses, movements were mapped with zero latency allowing the user to interact in real time.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
期刊最新文献
Interaction techniques using head gaze for virtual reality Tree-based protocol for ad hoc networks constructed with data transmission modems Formal reliability analysis of protective systems in smart grids Comparative analysis of PCA and KPCA on paddy growth stages classification Short term load forecasting of Eid Al Fitr holiday by using interval Type-2 Fuzzy Inference System (Case study: Electrical system of Java Bali in Indonesia)
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1