2023 IEEE Conference Virtual Reality and 3D User Interfaces (VR) 2023
DOI: 10.1109/vr55154.2023.00044
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Animation Fidelity in Self-Avatars: Impact on User Performance and Sense of Agency

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Cited by 7 publications
(4 citation statements)
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“…With the increasing availability of low-cost wearable technology, and the establishment of robust joint-angle calculation methods, greater applications of IMUs will be realized, including remote real-time monitoring and telemedicine, particularly in the elderly and motor-compromised [ 138 , 139 , 140 ], sports training, and human performance optimization [ 141 , 142 , 143 ], defense applications such as measurement and monitoring of front-line soldiers [ 98 , 144 ], habitual motion evaluation over extended periods including in submarines and spaceflight, and film and animation applications [ 145 , 146 ].…”
Section: Discussionmentioning
confidence: 99%
“…With the increasing availability of low-cost wearable technology, and the establishment of robust joint-angle calculation methods, greater applications of IMUs will be realized, including remote real-time monitoring and telemedicine, particularly in the elderly and motor-compromised [ 138 , 139 , 140 ], sports training, and human performance optimization [ 141 , 142 , 143 ], defense applications such as measurement and monitoring of front-line soldiers [ 98 , 144 ], habitual motion evaluation over extended periods including in submarines and spaceflight, and film and animation applications [ 145 , 146 ].…”
Section: Discussionmentioning
confidence: 99%
“…The generator synthesizes high-quality and continuous human poses. However, for certain use cases such as VR, precise positioning of end-effectors may be necessary [Yun et al 2023]. We found that the generator's convolutional-based architecture struggles to preserve actual positions and rotations from the limited input data Q S , resulting in inaccuracies when positioning the endeffectors even when FK-based losses [Pavllo et al 2020[Pavllo et al , 2018 are utilized, as shown in Section 7.2.…”
Section: Network Structurementioning
confidence: 99%
“…When having a small number of trackers, it is challenging to provide full-body animation, and thus it is common to visualize only a part of the body (e.g., head and hands or upper body). The type of avatar visualization preferred by the user may depend on the type of task (Pastel et al 2020) and also on the quality of the animations provided by the tracking system (Yun et al 2023). In our work we developed a method to enhance the animation of full-body avatars to be used in immersive VR regardless of task requirements.…”
Section: Embodimentmentioning
confidence: 99%