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research article

On scaling strategies for the full-body postural control of virtual mannequins

Boulic, Ronan  
•
Maupu, Damien  
•
Thalmann, Daniel  
2009
Interacting With Computers

Due to its intrinsic complexity. full-body postural input has been Mostly limited to off-line motion capture and to on-line Puppetry of a virtual character with little interaction with its environment (e.g. floor). The motion capture technology is now mature enough to envision the on-line full-body postural control of virtual mannequins involved in precise reaching tasks. We have investigated such tasks for mannequins of differing body heights in comparison to that of the system user. Such broad-range avatar control is relevant for virtual prototyping in various industrial sectors as a single person is responsible for evaluating a virtual prototype for a full range of potential end-users. In the present paper we report on two scaling strategies that can be enforced in such a context of height-differing avatar control. Both scaling strategies have been evaluated in a wide-range reach study both in front of a stationary immersive display and with an HMD. A comparison is also made with a baseline scenario, which exploits a simple rigid shape (i.e. a proxy), to assess the specific influence of controlling a complex articulated avatar. (C) 2008 Elsevier B.V. All rights reserved.

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Type
research article
DOI
10.1016/j.intcom.2008.10.002
Web of Science ID

WOS:000264354600003

Author(s)
Boulic, Ronan  
Maupu, Damien  
Thalmann, Daniel  
Date Issued

2009

Publisher

Elsevier

Published in
Interacting With Computers
Volume

21

Start page

11

End page

25

Subjects

Full-body movement

•

Full-body interaction

•

Posture

•

Reaching

•

Scaling

•

Virtual mannequins

•

Computer Puppetry

•

Architecture

Editorial or Peer reviewed

REVIEWED

Written at

EPFL

EPFL units
VRLAB  
SCI-IC-RB  
Available on Infoscience
March 23, 2010
Use this identifier to reference this record
https://infoscience.epfl.ch/handle/20.500.14299/48498
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