Simulating avatar self-embodiment using 3-point of tracking
Translated title
Simulering af en avatar representation ved brug af 3-points
Author
Fly, Michelle
Term
4. term
Education
Publication year
2021
Submitted on
2021-05-27
Pages
7
Abstract
I virtuel virkelighed (VR) styres en brugers digitale krop (avatar) typisk af tracking fra headsettet og to håndcontrollere. Denne trepunkts-tracking registrerer hoved og hænder præcist, men ikke overkrop, hofter eller ben. For at få hele kroppen til at bevæge sig troværdigt, skal de manglende dele simuleres med regler for, hvordan avataren skal opføre sig. Denne afhandling præsenterer en fysikbaseret metode inspireret af, hvordan mennesker bevæger sig. Systemet vurderer løbende avatarens balance og afgør, om det er nødvendigt at modvirke ubalance ved at flytte fødderne og tage et skridt. Ved at bruge grundlæggende fysiske principper og menneskelignende balanceadfærd søger metoden at gøre selv-embodiment i VR mere naturlig, selv med kun tre punkter af tracking.
In virtual reality (VR), a user's digital body (avatar) is usually driven by tracking from the headset and two hand controllers. This three-point tracking accurately captures the head and hands, but not the torso, hips, or legs. To make the whole body move believably, the missing parts must be simulated with rules that decide how the avatar should behave. This thesis presents a physics-based approach inspired by how real people move. The system continually evaluates the avatar's balance and determines when it needs to counteract instability by moving the feet to take a step. Using basic physical principles and human-like balance behavior, the method aims to make self-embodiment in VR feel more natural, even with only three tracked points.
[This summary has been rewritten with the help of AI based on the project's original abstract]
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