Improving the immersion in virtual reality with real-time avatar and haptic feedback in a cricket simulation
Other Titles
2017 IEEE International Symposium on Mixed and Augmented Reality (ISMAR-Adjunct)Abstract
The basis of this research is concerned with designing and implementing a system that allows a player to engage in a virtual reality (VR) game with better immersion. The research was based on the idea that an avatar generated using real-time motion capture would improve the player's immersion by increasing the perception of presence. When playing the VR games a common problem was observed. The user's avatar (Virtual agent) was not improved as most of the games were played using limited controllers. The inputs from these controllers were noted as insufficient to generate the entire body's animation. This research attempts to solve this problem by proposing/implementing full body motion capture and the establishment of the self-avatar in real time in a VR game. This involved designing a system that utilizes the effective technologies for 3D imaging, transmission and haptic feedback. The research attempts to measure the immersion by enhancing measuring instruments (Norman, 2010). It is complimented by a user-based study that involves/involved collecting both qualitative and quantitative data through questionnaire and observation.Citation
Jayaraj L, Wood J, Gibson M (2017) 'Improving the Immersion in Virtual Reality with Real-Time Avatar and Haptic Feedback in a Cricket Simulation', 2017 IEEE International Symposium on Mixed and Augmented Reality (ISMAR-Adjunct) - Nantes, IEEE.Publisher
IEEEAdditional Links
https://ieeexplore.ieee.org/abstract/document/8088511Type
Conference papers, meetings and proceedingsLanguage
enISBN
9781538614549ae974a485f413a2113503eed53cd6c53
10.1109/ISMAR-Adjunct.2017.95