2020
DOI: 10.1109/tvcg.2019.2912607
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A Survey of Full-Body Motion Reconstruction in Immersive Virtual Reality Applications

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Cited by 52 publications
(29 citation statements)
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“…For example, SnowWorld [ 50 ] successfully distracts players during rehabilitation (wound treatment) by immersing them in a virtual world. For a fully immersive virtual reality experience, serious games should include visual (eg, current-generation head-mounted displays), audio (eg, noise-canceling headphones), and haptic (eg, data gloves with force feedback or vibrations) feedback, as well as sense of smell (eg, smell dispenser) [ 96 ].…”
Section: Identifying Quality Criteria For Serious Gamesmentioning
confidence: 99%
“…For example, SnowWorld [ 50 ] successfully distracts players during rehabilitation (wound treatment) by immersing them in a virtual world. For a fully immersive virtual reality experience, serious games should include visual (eg, current-generation head-mounted displays), audio (eg, noise-canceling headphones), and haptic (eg, data gloves with force feedback or vibrations) feedback, as well as sense of smell (eg, smell dispenser) [ 96 ].…”
Section: Identifying Quality Criteria For Serious Gamesmentioning
confidence: 99%
“…[28] used whole body visualizations in squat movements to examine the influence of such a visualization, as wells as different perspectives on the own motor execution using a virtual mirror. For a review of whole-body motion reconstructions in HMD based VR, we refer to the review of [8]. The tracking of the body in VR applications is an increasing research interest, and for whole-body tracking marker-based, marker-less (in most cases kinect systems), as well as inertial measurement units can be utilized [8].…”
Section: Introductionmentioning
confidence: 99%
“…For a review of whole-body motion reconstructions in HMD based VR, we refer to the review of [8]. The tracking of the body in VR applications is an increasing research interest, and for whole-body tracking marker-based, marker-less (in most cases kinect systems), as well as inertial measurement units can be utilized [8]. Whole-body motion tracking in HMD based virtual environments was shown to be beneficial for spatial presence and involvement [29].…”
Section: Introductionmentioning
confidence: 99%
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“…Additionally, the so-called gorilla arm effect (i.e., arms, neck and back getting tired because they are extended out) creates ergonomics concerns [111] (also see the Human Factors section). For hands, earlier attempts involved wearing a glove [112], which is not ideal, but remains interesting for haptic feedback along with body suits [113,114]. With developments that make them more precise and less cumbersome to use, they may become a part of the future wearables.…”
Section: Interaction Designmentioning
confidence: 99%