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A survey of full-body motion reconstruction in immersive virtual reality applications

Caserman, Polona ; Garcia-Agundez, Augusto ; Göbel, Stefan (2020)
A survey of full-body motion reconstruction in immersive virtual reality applications.
In: IEEE Transactions on Visualization and Computer Graphics, 26 (10)
doi: 10.1109/TVCG.2019.2912607
Artikel, Bibliographie

Kurzbeschreibung (Abstract)

Due to recent advances in virtual reality (VR) technology, the development of immersive VR applications that track body motions and visualize a full-body avatar is attracting increasing research interest. This paper reviews related research to gather and to critically analyze recent improvements regarding the potential of full-body motion reconstruction in VR applications. We conducted a systematic literature search, matching VR and full-body tracking related keywords on IEEE Xplore, PubMed, ACM, and Scopus. Fifty-three publications were included and assigned in three groups: studies using markerless and marker-based motion tracking systems as well as systems using inertial measurement units. All analyzed research publications track the motions of the user wearing a head-mounted display and visualize a full-body avatar. The analysis confirmed that a full-body avatar can enhance the sense of embodiment and can improve the immersion within the VR. The results indicated that the Kinect device is still the most frequently used sensor (27 out of 53). Furthermore, there is a trend to track the movements of multiple users simultaneously. Many studies that enable multiplayer mode in VR use marker-based systems (7 out of 17) because they are much more robust and can accurately track full-body movements of multiple users in real-time.

Typ des Eintrags: Artikel
Erschienen: 2020
Autor(en): Caserman, Polona ; Garcia-Agundez, Augusto ; Göbel, Stefan
Art des Eintrags: Bibliographie
Titel: A survey of full-body motion reconstruction in immersive virtual reality applications
Sprache: Englisch
Publikationsjahr: 1 Oktober 2020
Verlag: IEEE
Titel der Zeitschrift, Zeitung oder Schriftenreihe: IEEE Transactions on Visualization and Computer Graphics
Jahrgang/Volume einer Zeitschrift: 26
(Heft-)Nummer: 10
DOI: 10.1109/TVCG.2019.2912607
Kurzbeschreibung (Abstract):

Due to recent advances in virtual reality (VR) technology, the development of immersive VR applications that track body motions and visualize a full-body avatar is attracting increasing research interest. This paper reviews related research to gather and to critically analyze recent improvements regarding the potential of full-body motion reconstruction in VR applications. We conducted a systematic literature search, matching VR and full-body tracking related keywords on IEEE Xplore, PubMed, ACM, and Scopus. Fifty-three publications were included and assigned in three groups: studies using markerless and marker-based motion tracking systems as well as systems using inertial measurement units. All analyzed research publications track the motions of the user wearing a head-mounted display and visualize a full-body avatar. The analysis confirmed that a full-body avatar can enhance the sense of embodiment and can improve the immersion within the VR. The results indicated that the Kinect device is still the most frequently used sensor (27 out of 53). Furthermore, there is a trend to track the movements of multiple users simultaneously. Many studies that enable multiplayer mode in VR use marker-based systems (7 out of 17) because they are much more robust and can accurately track full-body movements of multiple users in real-time.

ID-Nummer: pmid:31021797
Fachbereich(e)/-gebiet(e): 18 Fachbereich Elektrotechnik und Informationstechnik
18 Fachbereich Elektrotechnik und Informationstechnik > Serious Games
Hinterlegungsdatum: 25 Jan 2023 12:26
Letzte Änderung: 29 Mär 2023 11:26
PPN: 506386937
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