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Analysis of Inverse Kinematics Solutions for Full-Body Reconstruction in Virtual Reality

Caserman, Polona ; Achenbach, Philipp ; Göbel, Stefan (2019)
Analysis of Inverse Kinematics Solutions for Full-Body Reconstruction in Virtual Reality.
7th International Conference on Serious Games and Applications for Health. Kyoto, Japan (05.08.2019-07.08.2019)
doi: 10.1109/SeGAH.2019.8882429
Konferenzveröffentlichung, Bibliographie

Kurzbeschreibung (Abstract)

Many Virtual Reality (VR) applications usually visualize only the VR controllers or floating hands. However, to create an immersive experience, a full-body avatar is essential. We reconstruct a full-body avatar by tracking the position and orientation of the head, hands, feet, and hip. To track the arm movements, the user has to hold two HTC Vive controllers. Additionally, the user has to bind Vive trackers to both ankles and the hip. We apply some of the most popular Inverse Kinematics (IK) methods to estimate the full-body pose. We perform parameter optimization to analyze the damping constant, the maximum number of iterations, and error value for the position as well as rotation. We made several tests between the IK methods in terms of the accuracy and the time to solve the IK problem. The results show that Damped Least Squares (DLS) outperforms the other methods. We furthermore conducted a user study to evaluate the subjective quality of the DLS method. Evaluation results show that the motion reconstruction for lower-body is very accurate; however, for the upper-body, some inaccuracies can occur. Such a motion reconstruction approach can be used in VR exergames, e.g., users can learn different poses while observing the movements in a virtual mirror and by looking down towards their own body.

Typ des Eintrags: Konferenzveröffentlichung
Erschienen: 2019
Autor(en): Caserman, Polona ; Achenbach, Philipp ; Göbel, Stefan
Art des Eintrags: Bibliographie
Titel: Analysis of Inverse Kinematics Solutions for Full-Body Reconstruction in Virtual Reality
Sprache: Englisch
Publikationsjahr: 28 Oktober 2019
Verlag: IEEE
Buchtitel: 2019 IEEE 7th International Conference on Serious Games and Applications for Health (SeGAH)
Veranstaltungstitel: 7th International Conference on Serious Games and Applications for Health
Veranstaltungsort: Kyoto, Japan
Veranstaltungsdatum: 05.08.2019-07.08.2019
DOI: 10.1109/SeGAH.2019.8882429
Kurzbeschreibung (Abstract):

Many Virtual Reality (VR) applications usually visualize only the VR controllers or floating hands. However, to create an immersive experience, a full-body avatar is essential. We reconstruct a full-body avatar by tracking the position and orientation of the head, hands, feet, and hip. To track the arm movements, the user has to hold two HTC Vive controllers. Additionally, the user has to bind Vive trackers to both ankles and the hip. We apply some of the most popular Inverse Kinematics (IK) methods to estimate the full-body pose. We perform parameter optimization to analyze the damping constant, the maximum number of iterations, and error value for the position as well as rotation. We made several tests between the IK methods in terms of the accuracy and the time to solve the IK problem. The results show that Damped Least Squares (DLS) outperforms the other methods. We furthermore conducted a user study to evaluate the subjective quality of the DLS method. Evaluation results show that the motion reconstruction for lower-body is very accurate; however, for the upper-body, some inaccuracies can occur. Such a motion reconstruction approach can be used in VR exergames, e.g., users can learn different poses while observing the movements in a virtual mirror and by looking down towards their own body.

Fachbereich(e)/-gebiet(e): 18 Fachbereich Elektrotechnik und Informationstechnik
18 Fachbereich Elektrotechnik und Informationstechnik > Serious Games
Hinterlegungsdatum: 31 Jan 2023 08:45
Letzte Änderung: 31 Jan 2023 08:45
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