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Toward 'Pseudo-Haptic Avatars': Modifying the Visual Animation of Self-Avatar Can Simulate the Perception of Weight Lifting

机译:迈向“伪触觉化身”:修改自头像的视觉动画可以模拟举重的感知

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In this paper we study how the visual animation of a self-avatar can be artificially modified in real-time in order to generate different haptic perceptions. In our experimental setup, participants could watch their self-avatar in a virtual environment in mirror mode while performing a weight lifting task. Users could map their gestures on the self-animated avatar in real-time using a Kinect. We introduce three kinds of modification of the visual animation of the self-avatar according to the effort delivered by the virtual avatar: 1) changes on the spatial mapping between the user’s gestures and the avatar, 2) different motion profiles of the animation, and 3) changes in the posture of the avatar (upper-body inclination). The experimental task consisted of a weight lifting task in which participants had to order four virtual dumbbells according to their virtual weight. The user had to lift each virtual dumbbells by means of a tangible stick, the animation of the avatar was modulated according to the virtual weight of the dumbbell. The results showed that the altering the spatial mapping delivered the best performance. Nevertheless, participants globally appreciated all the different visual effects. Our results pave the way to the exploitation of such novel techniques in various VR applications such as sport training, exercise games, or industrial training scenarios in single or collaborative mode.
机译:在本文中,我们研究了如何实时人工修改自化身的视觉动画,以产生不同的触觉。在我们的实验设置中,参与者可以在虚拟环境中以镜像模式观看自己的化身,同时执行举重任务。用户可以使用Kinect在自动动画的头像上实时绘制其手势。根据虚拟化身所付出的努力,我们介绍了对虚拟化身的可视动画的三种修改:1)用户手势和虚拟化身之间的空间映射变化,2)动画的不同运动曲线,以及3)化身的姿势变化(上身倾斜)。实验任务包括举重任务,其中参与者必须根据其虚拟体重订购四个虚拟哑铃。用户必须通过有形的棒子举起每个虚拟哑铃,虚拟化身的动画根据哑铃的虚拟重量进行调整。结果表明,更改空间映射可提供最佳性能。然而,全球参与者都赞赏所有不同的视觉效果。我们的结果为在各种VR应用程序(例如运动训练,运动游戏或单人或协作模式下的工业训练场景)中利用这种新颖技术铺平了道路。

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