1 edition of Immersive articulation of the human upper body in a virtual environment found in the catalog.
by Naval Postgraduate School, Available from National Technical Information Service in Monterey, Calif, Springfield, Va
Written in English
This thesis addresses the problem that virtual environments (VE"s) do not possess a practical, intuitive, and comfortable interface that allows a user to control a virtual human"s movements in real-time. Such a device would give the user the feeling of being immersed in the virtual world, greatly expanding the usability of today"s virtual environments. The approach was to develop an interface for the upper body, since it is through this part of users" anatomy that they interact most with their environment. Lower body motion can be more easily scripted. Implementation includes construction of a kinematic model of the upper body. The model is then manipulated in real-time with inputs from electromagnetic motion tracking sensors places on the user. Research resulted in an interface that is easy to use and allows its user limited interaction with a VE. The device takes approximately one sixth the time to don and calibrate as do mechanical interfaces with similar capability. It tracks thirteen degrees of freedom. Upper body position is tracked, allowing the users to move through the VE. Users can orient their upper body and control the movements of one arm. Uncorrected position data from two trackers was used to generate clavicle joint angles. Difficulty in controlling figure motion indicates that the sensors used lack sufficient registration for this purpose. Therefore, the interface software uses only orientation data for computing joint angles.
|Statement||Paul F. Skopowski|
|The Physical Object|
|Pagination||xx, 224 p. ;|
|Number of Pages||224|
Virtual Human Instruction and Interactive Feedback Pedagogical Instruction The immersive virtual human social conversational protocol training system presented two life-size virtual humans to the user. Female participants were presented with a female virtual instructor (Radha), depicted on the right of the screen. Male. Med students at UC San Francisco use a virtual reality simulator to learn the anatomy of the human body before stepping into an actual lab.
virtual reality. The out-of-body illusion is an immersive experience that can be purposefully crafted and used in various scienti c experiments. The out-of-body illusion is linked to the encoding of the internal body image. Sensory information is compared against this body image to resolve its relevance and to generate a feeling of body ownership. CAVE-like immersive projection environments enable users to see both virtual and real objects, including the user’s own body. With recent advances in VR technologies it becomes possible to build large-scale tracked immersive projection environments, which en-able users to control their position in a large region of interest by real walking.
of walking up and down in immersive virtual worlds based on vi-sual feedback. Our method consists in modifying the motion of the virtual subjective camera while the user is really walking in an immersive virtual environment. The modiﬁcation of the virtual viewpoint is a function of the variations in the height of the virtual ground. Toyohashi University of Technology. (, May 15). Your body is transparentized in a virtual environment: Active method to induce illusory ownership of an invisible body at a distance.
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Effectiveness of fully immersive virtual reality [4, 5]. Full immersion can be achieved though model-based techniques (e.g., capturing a few degrees of freedom and reproducing the captured human motion in a 3D avatar) or image-based techniques (e.g., creating a model of the human from large scale camera arrays and computer vision).
Image. In Study 1, participants traversed a three-dimensional virtual room in which a virtual human stood. In Study 2, a virtual human approached participants.
In both studies, participant gender, virtual human gender, virtual human gaze behavior, and whether virtual humans were allegedly controlled by humans (i.e., avatars) or computers (i.e., agents Cited by: It is found that human egocentric depth perception in a virtual environment (VE) has significant errors compared to real physical environment.
It is hypothesized that due to the presence of a human body as a size reference in a mixed reality CAVE-like system, the accuracy of Cited by: 4. The input to the system is an image of the human body and correspondences of several body landmarks, while the output is the set of 3D coordinates of the landmarks in a body-centric coordinate system.
Extending Body Space in Immersive Virtual Reality: A Very Long Arm Illusion Recent studies have shown that a fake body part can be incorporated into human body representation through.
Keywords: immersive virtual environments, virtual characters, affect, posture, facial expression, presence, co-presence.
1 Introduction This paper presents an experiment designed to evaluate the responses of participants to sequences of affective behaviors exhibited by virtual characters in an immersive virtual environment (IVE).
Environment) Lab, an interactive human scale immersive environment at Rensselaer Polytechnic Institute. We describe the physical infrastructure and software architecture of the CRAIVE-Lab, and present two immersive scenarios within it.
The first is “person following”, which allows a person walking inside the immersive space to be tracked by. of the body of the avatar. The avatar is a virtual body that interacts in a totally virtual environment generating perceptual stimuli from the virtual model.
Human virtual body (avatar) as a component of the virtual word is a product of computer graphics as it is shown in Fig. Fig. 2 Virtual human body (avatar). The traditional rubber hand illusion is a psychological experiment where participants are under the illusion that a rubber hand is part of their own body.
This paper examines the use of real, virtual and augmented reality environments for identifying the elements that influence body ownership in healthy participants. Compared to the classical experiment where a plastic rubber hand was used, a Cited by: extended to 3D computer-generated virtual body parts such as virtual hands (Slater et al.,)orvirtualbelly(Normand et al., ).
The fact that a virtual body part can be incorpo-rated into the body schema based on synchronous visuo-tactile correlations has opened new paths for examining the mechanisms of body perception.
Abstract. We discuss the theoretical notion of augmenting social interaction during computer-mediated communication. When people communicate using immersive virtual reality technology (IVET), the behaviors of each interactant (i.e., speech, head movements, posture, etc.) are tracked in real time and then rendered into a collaborative virtual environment (CVE).
Human anatomy articulations 1. 1 Human Anatomy Articulations Human anatomy first edition McKinley&O´Loughlin 2. Articulations A joint, or articulation, is the place of contact between bones, between bone and cartilage, or between bones and teeth.
Introduction. The potential use of modern technology as an educational and research tool has received attention across many areas; Immersive Virtual Environments (IVEs) are a particularly interesting case of such technology (Bailenson et al.,Blascovich et al.,Limniou et al.,Loomis et al.,Raja et al., ).A specific example of immersive technology recently Cited by: CiteSeerX - Document Details (Isaac Councill, Lee Giles, Pradeep Teregowda): Abstract: Since the first time the term "Virtual Reality " (VR) has been used back in the 60s, VR has evolved in different manners becoming more and more similar to the real world.
Two different kinds of VR can be identified: non-immersive and immersive. The former is a computer-based environment that can simulate. Slater, ) and (Riva et al., )). A key requirement for a successful experience in an immersive virtual environment (IVE) is the rep-resentation of the participant, or its avatar (Pandzic et al., ; Slater et al., ; Slater et al., ).
This paper describes the ﬁrst ever study where par. virtual objects is also made available. The library allows to easily connect the interactive IVE with output and input devices, namely with an Head Mounted Display which visu-alises the 3D environment, and two tracking devices which provide the motion data gestures’ detection relies on: A Kinect v It tracks 25 body joint with millimetre.
Virtual environment. The virtual room measured 3 m× m×3 m. It consisted of green walls, white ceiling and grey floor. On the floor, a dashed white line from the participants’ starting position until the end of the virtual room was traced. Participants could move forward/backward without colliding with any real by: Immersive VE Laboratory Computer Science Department University College London Malet Place Engineering Building London WC1E 6BT United Kingdom Office: G01d Tel.: +44 (0)20 Internal: Fax: +44 (0)20 Email: @ with reference to the display type (e.g., desktop, less-thano, and o displays as non-immersive, semi-immersive, full immersive respectively (Kalawsky, )).
Under this definition, the Oculus Rift HMD used here would be considered fully immersive and the normal PC non-immersive. 2) The. Our research aims to address the question of how to effectively use non-photorealistic rendering in immersive virtual environments to enable the intuitive exploration of early architectural design concepts at full scale.
Distance perception in NPR immersive virtual environments, revisited. Our results indicate that people tend to Cited by:. Immersive virtual environments have the potential to situate assessments and improve students' ability to demonstrate their understanding.
This paper reports on the Cited by: 5.Design Interventions Through Immersive Virtual Enviornments The use of Virtual Reality (VR) technology in Design and Design education is not new. Since its inception in the 60’s, VR has been employed by designers for communicating their design ideas.Virtual subject A virtual model of the human subject in PC-CAVE is build in virtual space, so that he/she interacts with a virtual robot.
In the virtual space, he/she can add force to virtual object by controllingthe virtual subject. Since we limit the interaction on only the upper half of the subject’s body, as shown in Figure.3(b), the.