Haoxiang Wang, Xiaoping Che, Enyao Chang, Chenxin Qu, Yao Luo, Zhenlin Wei
{"title":"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","authors":"Haoxiang Wang, Xiaoping Che, Enyao Chang, Chenxin Qu, Yao Luo, Zhenlin Wei","doi":"10.1002/cav.2210","DOIUrl":null,"url":null,"abstract":"<p>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.</p>","PeriodicalId":50645,"journal":{"name":"Computer Animation and Virtual Worlds","volume":"35 1","pages":""},"PeriodicalIF":0.9000,"publicationDate":"2023-08-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"How to set safety boundary in virtual reality: A dynamic approach based on user motion prediction\",\"authors\":\"Haoxiang Wang, Xiaoping Che, Enyao Chang, Chenxin Qu, Yao Luo, Zhenlin Wei\",\"doi\":\"10.1002/cav.2210\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<p>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.</p>\",\"PeriodicalId\":50645,\"journal\":{\"name\":\"Computer Animation and Virtual Worlds\",\"volume\":\"35 1\",\"pages\":\"\"},\"PeriodicalIF\":0.9000,\"publicationDate\":\"2023-08-22\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Computer Animation and Virtual Worlds\",\"FirstCategoryId\":\"94\",\"ListUrlMain\":\"https://onlinelibrary.wiley.com/doi/10.1002/cav.2210\",\"RegionNum\":4,\"RegionCategory\":\"计算机科学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q4\",\"JCRName\":\"COMPUTER SCIENCE, SOFTWARE ENGINEERING\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Computer Animation and Virtual Worlds","FirstCategoryId":"94","ListUrlMain":"https://onlinelibrary.wiley.com/doi/10.1002/cav.2210","RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q4","JCRName":"COMPUTER SCIENCE, SOFTWARE ENGINEERING","Score":null,"Total":0}
How to set safety boundary in virtual reality: A dynamic approach based on user motion prediction
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.
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.