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
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 --
中文摘要
自Oculus Rift(OculusVR 2015)和HTC Vive(HTC Corporation 2016)等面向消费者的VR头盔显示器(HMD)推出以来,虚拟现实(VR)行业经历了快速增长。然而,这些只将玩家的头和手注入到虚拟世界中,留下反向运动学(IK)来计算身体的其余部分。附加在玩家四肢上的跟踪器可以提供更高的下半身姿势估计精度,并可以打开与游戏互动的新方法。这项研究的目的是调查新的交互方法的可行性,当提供额外的跟踪时,如面部和眼睛跟踪。这将通过试验消费者跟踪系统来实现,以告知消费者在消费者VR游戏开发阶段所做的选择。这些信息的应用可以创建基于肢体语言的机制,为玩家创建即时反馈。
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.
期刊论文(0)
专著(0)
科研奖励(0)
会议论文
海外基金