Proceedings of the 2006 ACM SIGCHI International Conference on Advances in Computer Entertainment Technology 2006
DOI: 10.1145/1178823.1178826
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Motion-capture-based avatar control framework in third-person view virtual environments

Abstract: This paper presents a motion-capture-based control framework for third-person view virtual reality applications. Using motion capture devices, a user can directly control the full body motion of an avatar in virtual environments. In addition, using a thirdperson view, in which the user watches himself as an avatar on the screen, the user can sense his own movements and interactions with other characters and objects visually. However, there are still a few fundamental problems. First, it is difficult to realize… Show more

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Cited by 24 publications
(16 citation statements)
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References 18 publications
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“…Although a first-person view could have less problems, being closer to our natural way of seeing the world, we agree with Oshita (2006) that a thirdperson view is optimal for many full body action games, because it allows the players to fully see how their movements are mapped to the avatar's movements and how the avatar reacts to the environment.…”
Section: Introductionsupporting
confidence: 52%
“…Although a first-person view could have less problems, being closer to our natural way of seeing the world, we agree with Oshita (2006) that a thirdperson view is optimal for many full body action games, because it allows the players to fully see how their movements are mapped to the avatar's movements and how the avatar reacts to the environment.…”
Section: Introductionsupporting
confidence: 52%
“…High latency causes in fact system feedback to lag behind user actions and thus significantly degrades the interactivity of the user experience. Therefore, several approaches were proposed so as to reliably recognize actions with minimal latency [4,21,3,22,23,24]. Ellis et al [3] proposed new algorithms for reducing latency for both presegmented and online action classification tasks.…”
Section: Related Workmentioning
confidence: 99%
“…Matsunaga et al [9] used an SVM to learn the conditions for transitions, whereas Oshita [12] used manually described fuzzy-based rules. However, as explained above, the state machine must be created manually.…”
Section: Related Workmentioning
confidence: 99%
“…Gesture recognition has many potential applications, such as gaming interfaces (for example Nintendo Wii, Microsoft Kinect, Sony Move), control interfaces for robots [1], and electronic devices (for example TVs, lights, air conditioning) [12], severance systems [5], and so on. In general, gesture recognition determines what kind of action the user is performing from various input signals such as body position, velocity and orientation.…”
Section: Introductionmentioning
confidence: 99%