• Michelle Fly
4. term, Medialogy, Master (Master Programme)
Avatar self-embodiment in Virtual Reality (VR) is simulated using the available tracking data from the VR headset, which most commonly is 3-points of tracking (The Head Mounted Display (HMD) and two controllers). These 3-points of tracking can accurately represent the head and hands of a user, however the remaining body such as torso, hips, legs, etc. needs to be simulated by adding rules for how the avatar should behave. The solution presented in this paper is based on physics and behavior of a real human body. The avatar evaluates is balance and determines whether or not it needs to counteract any imbalance by taking a step by moving the avatar's feet.
SpecialisationGames
LanguageEnglish
Publication date27 May 2021
Number of pages7
ID: 412990498