1999
DOI: 10.1109/70.768180
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An architecture for immersive evaluation of complex human tasks

Abstract: We investigate how the movement measurement technologies developed for Virtual Reality applications can be applied to track in real-time the full body posture of a human being. The accuracy of this information is of definite importance to evaluate the feasibility of complex tasks involving human beings. We present a full body movement measurement approach. It provides a realistic conversion in real-time with a reasonable number of sensors. Associated with the hand movement measurement and correction algorithms… Show more

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Cited by 14 publications
(9 citation statements)
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“…It has been exploited in a real-time full-body tennis game demonstrated at the international exhibition Telecom Interactive'97 in Geneva [M*99]. Its major drawback was however the heavy calibration effort to obtain homogeneous position measurement over the capture area [MBRT99]. A true improvement came with the advent of active optical motion capture systems that could automatically recognize the markers even after some periods of occlusion (e.g.…”
Section: Background In Full Body 3d Interactionsmentioning
confidence: 99%
See 1 more Smart Citation
“…It has been exploited in a real-time full-body tennis game demonstrated at the international exhibition Telecom Interactive'97 in Geneva [M*99]. Its major drawback was however the heavy calibration effort to obtain homogeneous position measurement over the capture area [MBRT99]. A true improvement came with the advent of active optical motion capture systems that could automatically recognize the markers even after some periods of occlusion (e.g.…”
Section: Background In Full Body 3d Interactionsmentioning
confidence: 99%
“…In the nineties a seducing alternative to vision-based techniques was to exploit magnetic sensors as they are not subject to occlusion [A96]. Molet et al [MBRT99] proposed an analytic IK algorithm exploiting one 3D orientation measurement per body segment and one 3D position measurement for the whole body. It has been exploited in a real-time full-body tennis game demonstrated at the international exhibition Telecom Interactive'97 in Geneva [M*99].…”
Section: Background In Full Body 3d Interactionsmentioning
confidence: 99%
“…floor in Shin et al (2001)). In the field of Virtual Reality, a few full-body avatar control attempts have been relying on the magnetic tracking technology (Badler et al, 1993;Molet et al, 1999). The execution of immersive 3D tasks such as reaching, grasping and manipulation have otherwise mostly been relying on isolated virtual tools driven by the locations of the user's hands (Mine et al, 1997).…”
Section: Introductionmentioning
confidence: 99%
“…However, the uncontrolled degrees of freedom, like the swivel angle of the arms, can lead over time to important differences between the end user and the virtual human model. Molet has described an approach suppressing this ambiguity by using more sensors [3]. Other approaches, identifying in addition the skeleton structure and segment lengths, were proposed by Bodenheimer [4] and O'Brien [5].…”
Section: Introductionmentioning
confidence: 99%