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Controlling your contents with the breath: Interactive breath interface for VR, games, and animations

机译:用呼吸控制您的内容:VR,游戏和动画的交互式呼吸界面

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摘要

In this paper, we propose a new interface to control VR(Virtual reality) contents, games, and animations in real-time using the user’s breath and the acceleration sensor of a mobile device. Although interaction techniques are very important in VR and physically-based animations, UI(User interface) methods using different types of devices or controllers have not been covered. Most of the proposed interaction techniques have focused on screen touch and motion recognition. The direction of the breath is calculated using the position and angle between the user and the mobile device, and the control position to handle the contents is determined using the acceleration sensor built into the mobile device. Finally, to remove the noise contained in the input breath, the magnitude of the wind is filtered using a kernel modeling a pattern similar to the actual breath. To demonstrate the superiority of this study, we produced real-time interaction results by applying the breath as an external force of VR contents, games, and animations.
机译:在本文中,我们建议使用用户的呼吸和移动设备的加速度传感器来控制VR(虚拟现实)内容,游戏和动画的新界面。尽管在VR和基于物理的动画中相互作用技术非常重要,但尚未覆盖使用不同类型的设备或控制器的UI(用户界面)方法。大多数所提出的相互作用技术都集中在屏幕触摸和运动识别上。使用用户和移动设备之间的位置和角度来计算呼吸的方向,并且使用内置在移动设备中的加速度传感器来确定处理内容的控制位置。最后,为了消除输入呼吸中包含的噪声,使用类似于实际呼吸的模式进行滤波的风度的大小。为了展示本研究的优越性,我们通过将呼吸作为VR内容,游戏和动画的外力应用呼吸来生产实时交互结果。

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