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Conceptual and Technical Aspects of Full-Body Motion Support in Virtual and Mixed Reality

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Augmented Reality, Virtual Reality, and Computer Graphics (AVR 2018)

Abstract

Full-body motion support has been extensively utilized as a means to an end, rather than an impactful factor of concepts such as Body Ownership Illusion (BOI) and the immersive virtual experience. In addition, technical setups are seldom co-related to a study’s findings, even though system, equipment and implementation quality are fundamental components that may vastly affect user experience. This study presents a Mixed Reality (MR) environment in which 21 participants had to interact with real objects accurately represented in the virtual space, while having full-body motion control of their avatar with the use of Inverse Kinematics. Sense of presence, BOI, perceived realism and equipment invasiveness were examined in regard to having full-body motion control and real-virtual object handling. Preliminary results indicate that full-body motion support increases BOI, however with high levels of BOI, presence and overall engagement are not concomitant to perceived realism of the virtual environment and experience.

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Notes

  1. 1.

    The Uncanny Valley hypothesis refers to the sudden drop in viewer empathy and immediate sense of discomfort when a humanoids’ physiological resemblance comes very close to the human form, yet not enough, making for an aesthetically displeasing imitation.

  2. 2.

    The Proteus Effect is an observed phenomenon of individuals subconsciously conforming their behavior to better suit their avatars overall appearance and physiology, regardless of how much it differs from their own.

  3. 3.

    https://www.adobe.com/products/fuse.html.

  4. 4.

    https://www.mixamo.com/.

  5. 5.

    https://unity3d.com/.

  6. 6.

    The script used to register 3D objects location and rotation to the virtual space based on the real objects positions can be found at: http://zarcrash.x10.mx/Program.cs.

  7. 7.

    https://www.vicon.com/products/software/datastream-sdk.

  8. 8.

    https://www.vicon.com/products/software/pegasus.

  9. 9.

    http://www.root-motion.com/final-ik.html.

  10. 10.

    A video demonstration of the experiment can be found at: https://www.youtube.com/watch?v=wB1qg34T7ws.

  11. 11.

    Original questionnaires were in Greek.

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Correspondence to Vlasios Kasapakis .

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Kasapakis, V., Dzardanova, E., Paschalidis, C. (2018). Conceptual and Technical Aspects of Full-Body Motion Support in Virtual and Mixed Reality. In: De Paolis, L., Bourdot, P. (eds) Augmented Reality, Virtual Reality, and Computer Graphics. AVR 2018. Lecture Notes in Computer Science(), vol 10851. Springer, Cham. https://doi.org/10.1007/978-3-319-95282-6_47

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  • DOI: https://doi.org/10.1007/978-3-319-95282-6_47

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-95281-9

  • Online ISBN: 978-3-319-95282-6

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