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Virtual and Real Body Representation in Mixed Reality: An Analysis of Self-presence and Immersive Environments

机译:混合现实中的虚拟和真实身体表示:对自我存在和沉浸式环境的分析

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Over the last decade, most of studies were focused on assessments of presence, degrees of immersion and user involvement with virtual reality, few works, however, addressed the mixed reality environments. In virtual reality, mostly through an egocentric point of view, the user is usually represented by a virtual body. In this work, we present an approach where the user can see himself instead of a virtual character. Different than augmented reality approaches, we only detach the user's body and his/her proxies interfaces. We conducted four experiments to measure and evaluate quantitatively and qualitatively the feeling of presence. We measure and compare the degree of presence in different modes and techniques of representation of the user's body through virtually integrated questionnaires. We also analyzed what factors influence to a greater or lesser feeling of presence. For this study, we adapted a real bike with an haptic interface. Results show that there is not necessarily a better or worse type of avatar, but their appearance must match the scenarios and others elements in the virtual environment to greatly increase the participant sense of presence.
机译:在过去的十年中,大多数的研究主要集中在存在的评估,度虚拟现实,作品很少浸泡和用户参与的,但是,解决了混合现实环境。在虚拟现实,大多通过视自我中心点,用户通常通过虚拟体表示。在这项工作中,我们提出了一种方法,用户可以看到自己,而不是一个虚拟的人物。比增强现实不同的方法,我们只分离用户的身体和他/她的代理接口。我们进行了四个实验测量和评估定量和定性存在的感觉。我们测量,并通过虚拟化整合问卷比较不同模式和用户身体的代表性技术存在的程度。我们也分析哪些因素会影响到存在的或大或小的感觉。在这项研究中,我们适于与触觉界面真正的自行车。结果表明,不一定是好还是坏类型的化身,但他们的出现必须在虚拟环境中的场景和其他要素相匹配,大大提高了在场的参与者感觉。

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