自我形象中的动画保真度:对用户表现和代理感的影响

Haoran Yun, J. L. Ponton, C. Andújar, N. Pelechano
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引用次数: 4

摘要

由于价格实惠的虚拟现实头盔的出现,自我形象的使用越来越受欢迎。不幸的是,主流的VR设备通常使用少量的跟踪器,并提供低精度的动画。先前的研究表明,化身感,特别是代理感,取决于虚拟角色的动作模仿用户动作的程度。然而,对于需要与环境进行精确交互的任务,即需要精确操作、精确踩脚或正确身体姿势的任务,很少有研究研究这种影响。在这种情况下,用户可能会注意到他们的自我形象和实际姿势之间的不一致。在本文中,我们研究了用户化身的动画保真度对各种任务的影响,重点是手臂运动,腿部运动和身体姿势。我们比较了三种不同的动画技术:其中两种使用逆运动学从稀疏输入(6个跟踪器)重建姿态,第三种使用具有17个惯性传感器的专业运动捕捉系统。我们定量地评估这些动画技术(完成时间,无意碰撞,姿势准确性)和定性地(体现感)。我们的研究结果表明,动画质量会影响化身感。基于惯性的动作捕捉在模仿身体姿势方面表现得更好。令人惊讶的是,使用较少传感器的基于ik的解决方案在需要精确定位的任务中优于动作捕捉,我们将其归因于更高的延迟和导致末端执行器错误的位置漂移,这在接触区域(如脚)更明显。
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Animation Fidelity in Self-Avatars: Impact on User Performance and Sense of Agency
The use of self-avatars is gaining popularity thanks to affordable VR headsets. Unfortunately, mainstream VR devices often use a small number of trackers and provide low-accuracy animations. Previous studies have shown that the Sense of Embodiment, and in particular the Sense of Agency, depends on the extent to which the avatar's movements mimic the user's movements. However, few works study such effect for tasks requiring a precise interaction with the environment, i.e., tasks that require accurate manipulation, precise foot stepping, or correct body poses. In these cases, users are likely to notice inconsistencies between their self-avatars and their actual pose. In this paper, we study the impact of the animation fidelity of the user avatar on a variety of tasks that focus on arm movement, leg movement and body posture. We compare three different animation techniques: two of them using Inverse Kinematics to reconstruct the pose from sparse input (6 trackers), and a third one using a professional motion capture system with 17 inertial sensors. We evaluate these animation techniques both quantitatively (completion time, unintentional collisions, pose accuracy) and qualitatively (Sense of Embodiment). Our results show that the animation quality affects the Sense of Embodiment. Inertial-based MoCap performs significantly better in mimicking body poses. Surprisingly, IK-based solutions using fewer sensors outperformed MoCap in tasks requiring accurate positioning, which we attribute to the higher latency and the positional drift that causes errors at the end-effectors, which are more noticeable in contact areas such as the feet.
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