2016
DOI: 10.1109/tvcg.2015.2440231
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The Effects of Avatars, Stereo Vision and Display Size on Reaching and Motion Reproduction

Abstract: Thanks to recent advances on motion capture devices and stereoscopic consumer displays, animated virtual characters can now realistically interact with users in a variety of applications. We investigate in this paper the effect of avatars, stereo vision and display size on task execution in immersive virtual environments. We report results obtained with three experiments in varied configurations that are commonly used in rehabilitation applications. The first experiment analyzes the accuracy of reaching tasks … Show more

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Cited by 16 publications
(18 citation statements)
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“…Similar methods were applied in a more recent study by Lin and Woldegiorgis to report egocentric distance estimation in a depth plane of a virtual environment. Furthermore, reaching with vision was reported to be better and smoother and using avatars and haptic feedback, Camporesi and Kallmann and Corbett et al, respectively, claimed that the quality of motions has been improved. To accommodate the considered distance, the hand reaching was extended by holding pointing sticks, at which reflective markers were attached at their tips.…”
Section: Methodsmentioning
confidence: 99%
“…Similar methods were applied in a more recent study by Lin and Woldegiorgis to report egocentric distance estimation in a depth plane of a virtual environment. Furthermore, reaching with vision was reported to be better and smoother and using avatars and haptic feedback, Camporesi and Kallmann and Corbett et al, respectively, claimed that the quality of motions has been improved. To accommodate the considered distance, the hand reaching was extended by holding pointing sticks, at which reflective markers were attached at their tips.…”
Section: Methodsmentioning
confidence: 99%
“…Generally, the direct pointing by holding a stick that was used in this study could be one of the reasons for the comparable performances, which emphasizes the positive futures of more natural interactions. The findings of Camporesi and Kallmann (2016) who found better accuracy of direct interactions in 3D environments supported the claim. The movement behavior depicted in both environments was also similar, greatly characterized by only one peak.…”
Section: Resultsmentioning
confidence: 52%
“…Ida (2015) demonstrated 3D laser scanning, where face morphing, muscle activity and wrinkles can be implemented. Camporesi and Kallmann (2016) stated that today's VCs in sports do not have facial expressions and eye movements, but stiff, blanc faces with only few details, so that the users do not get disturbed. However, Kibele (2006) and Prigent et al (2015) doubted the importance of facial expressions and eye movements in sports, because athletes rely more on kinematic information for correct anticipation and response behavior.…”
Section: Discussionmentioning
confidence: 99%
“…So far, no review article focused on VCs in sports although recent research detected that VCs are essential to improve performance in VR (e.g. Camporesi & Kallmann, 2016, Gonzalez-Lanier & Franco, 2017.…”
Section: Introductionmentioning
confidence: 99%