Author(s)
Term
4. term
Education
Publication year
2021
Submitted on
2021-05-27
Pages
7 pages
Abstract
Avatar repræsentation i Virtual Reality (VR) er simuleret ved brug af den tilgængelige sporings data fra et VR headset, som normalt har 3-point sporing (Head Mounted Display (HMD) og to controller). Sporings dataen kan repræsentere hovedet og hænderne for en bruger, men resten af kroppen såsom overkroppen, hofter, ben, osv. har brug for regler for hvordan de skal bevæge sig i forbindelse med avatar repræsentationen. Løsningen præsenteret i dette speciale er baseret på fysik of adfærd af hvordan en krop i virkeligheden ville opføre sig. Avataren evaluerer sin balance og afgør om den skal modvirke eventuel uligevægt ved at tage et skridt og at flytte avatarens fødder.
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.
Keywords
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