Improved third-person perspective: a solution reducing occlusion of the 3PP?

Improved third-person perspective: a solution reducing occlusion of the 3PP?
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改进的第三人称视角:减少 3PP 遮挡的解决方案?

DOI:
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发表时间:
2008
期刊:
International Conference on Virtual Reality Continuum and its Applications in Industry
影响因子:
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通讯作者:
F. Vexo
F. Vexo
中科院分区:
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文献类型:
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作者:
Patrick Salamin;D. Thalmann;F. Vexo

文献摘要

被引文献

相似文献

预先存在的研究[Salamin 等人。 2006]表明第三人称视角(3PP)通过减少本体感知问题来增强 3D 虚拟环境中的用户导航。然而,这种方法已经显示出与遮挡和适应时间相关的缺点。本文提出的视角 - 我们改进的第三人称视角 (i-3PP) - 确实允许用户看穿他/她的身体,以解决 3PP 的局限性,例如遮挡。由于游戏玩家更喜欢使用 3PP 进行移动动作,使用第一人称视角 (1PP) 进行精细操作,因此我们验证这种行为是否可以扩展到增强现实和虚拟现实中的模拟。最后,我们检查 i-3PP 是否会优先于其他观点进行任何操作。
Pre-existing researches [Salamin et al. 2006] showed that Third-Person Perspective (3PP) enhances user navigation in 3D virtual environments by reducing proprio-perception issues. Nevertheless, this approach has shown drawbacks related to occlusions and adaptation time. The perspective proposed in this paper - our Improved Third-Person Perspective (i-3PP) - does allow the user to see through his/her body in order to fix 3PP limitations like occlusions. As gamers prefer using 3PP for moving actions and the First-Person Perspective (1PP) for fine operations, we verify if this behavior is extensible to simulations in augmented and virtual reality. Finally we check if the i-3PP would be preferred to the other perspectives for any action.