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首页> 外文期刊>Visualization and Computer Graphics, IEEE Transactions on >Personified and Multistate Camera Motions for First-Person Navigation in Desktop Virtual Reality
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Personified and Multistate Camera Motions for First-Person Navigation in Desktop Virtual Reality

机译:用于桌面虚拟现实中第一人称导航的拟人化和多状态摄像机运动

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In this paper we introduce novel 'Camera Motions' (CMs) to improve the sensations related to locomotion in virtual environments (VE). Traditional Camera Motions are artificial oscillating motions applied to the subjective viewpoint when walking in the VE, and they are meant to evoke and reproduce the visual flow generated during a human walk. Our novel camera motions are: (1) multistate, (2) personified, and (3) they can take into account the topography of the virtual terrain. Being multistate, our CMs can account for different states of locomotion in VE namely: walking, but also running and sprinting. Being personified, our CMs can be adapted to avatars physiology such as to its size, weight or training status. They can then take into account avatars fatigue and recuperation for updating visual CMs accordingly. Last, our approach is adapted to the topography of the VE. Running over a strong positive slope would rapidly decrease the advance speed of the avatar, increase its energy loss, and eventually change the locomotion mode, influencing the visual feedback of the camera motions. Our new approach relies on a locomotion simulator partially inspired by human physiology and implemented for a real-time use in Desktop VR. We have conducted a series of experiments to evaluate the perception of our new CMs by naive participants. Results notably show that participants could discriminate and perceive transitions between the different locomotion modes, by relying exclusively on our CMs. They could also perceive some properties of the avatar being used and, overall, very well appreciated the new CMs techniques. Taken together, our results suggest that our new CMs could be introduced in Desktop VR applications involving first-person navigation, in order to enhance sensations of walking, running, and sprinting, with potentially different avatars and over uneven terrains, such as for: training, virtual visits or video games.
机译:在本文中,我们介绍了新颖的“相机运动”(CM),以改善与虚拟环境(VE)中的运动相关的感觉。传统的“相机运动”是在VE中行走时应用于主观视点的人工振荡运动,旨在唤起并再现人在行走过程中产生的视觉流。我们新颖的相机运动包括:(1)多状态,(2)人格化,以及(3)他们可以考虑虚拟地形的地形。作为多状态,我们的CM可以解释VE中运动的不同状态,即:行走,奔跑和冲刺。被人格化了,我们的CM可以适应化身的生理,例如其大小,体重或训练状态。然后,他们可以考虑化身的疲劳和恢复,以相应地更新视觉CM。最后,我们的方法适用于VE的地形。在强大的正斜率上行驶会迅速降低化身的前进速度,增加其能量损失,并最终改变运动模式,从而影响相机运动的视觉反馈。我们的新方法依赖于运动模拟器,该模拟器部分地受到人类生理学的启发,并实现了在台式机VR中的实时使用。我们进行了一系列实验,以评估天真的参与者对我们新CM的感知。结果显着表明,参与者可以完全依靠我们的CM来区分和感知不同运动模式之间的过渡。他们还可以感知所使用的化身的某些属性,并且总体上,他们非常赞赏新的CM技术。综上所述,我们的结果表明,我们的新CM可以在涉及第一人称导航的Desktop VR应用程序中引入,以增强行走,奔跑和冲刺的感觉,并可能使用不同的化身和不平坦的地形,例如:培训,虚拟访问或视频游戏。

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