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  4. Spatial Awareness in Full-Body Immersive Interactions: Where Do We Stand?
 
conference paper

Spatial Awareness in Full-Body Immersive Interactions: Where Do We Stand?

Boulic, Ronan  
•
Maupu, Damien  
•
Peinado, Manuel
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2010
Motion In Games
3rd International Conference on Motion in Games

We are interested in developing real-time applications such as games or virtual prototyping that take advantage of the user full-body input to control a wide range of entities, from a self-similar avatar to any type of animated characters, including virtual humanoids with differing size and proportions. The key issue is, as always in real-time interactions, to identify the key factors that should get computational resources for ensuring the best user interaction efficiency. For this reason we first recall the definition and scope of such essential terms as immersion and presence, while clarifying the confusion existing in the fields of Virtual Reality and Games. This is done in conjunction with a short literature survey relating our interaction efficiency goal to key inspirations and findings from the field of Action Neuroscience. We then briefly describe our full-body real-time postural control with proactive local collision avoidance. The concept of obstacle spherification is introduced both to reduce local minima and to decrease the user cognitive task while interacting in complex environments. Finally we stress the interest of the egocentric environment scaling so that the user egocentric space matches the one of a height-differing controlled avatar.

  • Details
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Type
conference paper
DOI
10.1007/978-3-642-16958-8_7
Web of Science ID

WOS:000290370600007

Author(s)
Boulic, Ronan  
Maupu, Damien  
Peinado, Manuel
Raunhardt, Daniel  
Date Issued

2010

Publisher

Springer-Verlag New York, Ms Ingrid Cunningham, 175 Fifth Ave, New York, Ny 10010 Usa

Published in
Motion In Games
ISBN of the book

978-3-642-16957-1

Series title/Series vol.

Lecture Notes in Computer Science

Volume

6459

Start page

59

End page

69

Subjects

Spatial awareness

•

immersion

•

presence

•

collision avoidance

•

Virtual-Reality

•

Inverse Kinematics

•

Consciousness

•

Experience

Editorial or Peer reviewed

NON-REVIEWED

Written at

EPFL

EPFL units
VRLAB  
SCI-IC-RB  
Event nameEvent placeEvent date
3rd International Conference on Motion in Games

Utrecht, NETHERLANDS

Nov 14-16, 2010

Available on Infoscience
December 16, 2011
Use this identifier to reference this record
https://infoscience.epfl.ch/handle/20.500.14299/74677
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