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The Human in the Avatar - an investigation into how tracking technologies could change the way we embody and interact in Social VR applications

The Human in the Avatar - an investigation into how tracking technologies could change the way we embody and interact in Social VR applications
《阿凡达》中的人类——追踪技术如何改变我们在社交 VR 应用程序中体现和互动的方式的调查
批准号:
2892658
负责人:
金额:
$0.0万
依托单位国家:
英国
项目类别:
Studentship
财政年份:
2023
资助国家:
英国
项目状态:
未结题
起止时间:
2023 至 --

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中文摘要
翻译
自Oculus Rift (OculusVR 2015)和HTC Vive (HTC Corporation 2016)等面向消费者的VR头戴式显示器(hmd)推出以来,虚拟现实(VR)行业迅速发展。然而,这些只是将玩家的头和手注入虚拟世界,让逆运动学(IK)来计算身体的其余部分。附加在玩家四肢上的额外追踪器可以提供更准确的下半身姿势估计,并可以开辟与游戏互动的新方式。本研究旨在探讨当提供额外的跟踪(如面部和眼睛跟踪)时,新的交互方法的可行性。这将通过消费者跟踪系统的实验来完成,以告知消费者VR游戏开发阶段做出的选择。这些信息的应用可以创造基于肢体语言的机制,为玩家创造即时反馈。
英文摘要
The Virtual Reality (VR) industry has seen rapid growth since the introduction of consumer-oriented VR Head Mounted Displays (HMDs) such as the Oculus Rift (OculusVR 2015) and the HTC Vive (HTC Corporation 2016). However, these only inject the players head and hands into the virtual world leaving Inverse Kinematics (IK) to calculate the rest of the body. Additional trackers attached to the players limbs can offer a greater accuracy of lower body pose estimation and can open up new ways to interact with a game. This study aims to investigate the viability of new methods of interaction when offered additional tracking such as Facial and Eye tracking. This will be done through experimentation of consumer tracking systems to inform choices made during the developmental stage of a consumer VR Game. Applications of this information could create mechanics based on body language to create immediate feedback for the player.
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